I don't understand the last statement, since it's the reverse: conquering cities of a major civ focused on growth clearly captures lots of food buildings, while citystate flavor values are set irregardless of personality type or trait.
If I capture a size 10 city state that has buildings X, Y and Z in it, that should have exactly the same economic consequences as if I capture a size 10 city with buildings X, Y and Z from another player.
There should be no reason for an artificial boost that makes capturing the city state more valuable than capturing an identical AI-controlled city.
If an AI player builds more structures than the city state, then their city is more valuable a conquest target. But equally they might have fewer buildings; if an AI player builds fewer structures, then their city is a less valuable conquest target. So its a wash.
The goal of Civ is to take over the world through scientific, cultural, diplomatic, or domination victory. In vanilla CS isolationism is the temporary transitional stage before we have the funds or time to ally with a citystate.
I therefore agree with Txurce: changing the game to make isolationism a desirable non-temporary strategy for any CSs would simply not be interesting or fit with Civ.
I strongly disagree. The goal of Civ is to try to take over the world through various means *while other players attempt to do the same*.
In vanilla, CS isolationism is just acknowledging that just as you want CS bonuses, AI players want them too.
Yes, you might *want* all CS in the same way that you want more buildings or more military units, but you have limited resources, so you have to pick and choose what you spend them on. So sure, you want them, but you can't have them all, and in practice there should be higher value uses of your gold in a lot of cases.
And so you concede that some of the CS will be controlled by the AI players, because they have gold too.
A design that says: CS are all about the human player is a failure IMO, it denies the possibility of the AI holding and using CS.
Saying "In vanilla CS isolationism is the temporary transitional stage before we have the funds or time to ally with a citystate." implies a trajectory where the end state is for the human player to have all the city states, and for the AI players to have none.
This is not how it should be.
The AI should have equal opportunity for getting CS to the human player. If the human player is focusing on military and the AI on economy, then the AIs should have *more* CS alliances than the human player. So, the human might want to conquer those CS to deprive the AI players of their bonuses (and to get more cities).
But the human shouldn't find the purely private value of conquering a CS to be equally desirable to the gains from allying them, because that design ignores the fact that conquering a CS deprives the AI of the ability to ally or friend them and derive some bonuses.