But who said I liked it in Civ3? If to qualify myself of "fan", I would rather say Civ2. (ohw, cool caravans)
Buildings were lost in Civ2 city capture as well.

Let's just think of it as having to re-build the infrastructure within the building to provide the cultural benefit it used to provide.
It was sacked, people killed, looted, maybe parts of it destroyed.
The re-build cost is to get it back to looking brand spanking new and providing the benefit it once did. Not an easy task.
Cheers.

Each chariot "unit" in the game represents a whole army built up in years and even longer. Do you honestly believe a few chariots can take down a whole city, or a single settler can build a new city? A city will be significantly damaged after being attacked by thousands of chariots.
The damages in ancient wars were often more devastating than the wars in modern era. Large scale lootings, genocides and arsons were very typical in ancient wars. In one famous ancient Chinese war (I believe by Qin's grandfather), almost half a million of soldiers were brutally buried alive by Qin grandfather's army in a single war after they surrendered. IMHO, human brutality can cause more damage than gunpowder, assuming the gunpowder is not used by brutal human beings.
That's not a question of realistic quantity, but ingame quantity. Having his buildings razed by a single unit is lame. Period.
I don't know why I even bothered.
getting a fully built city would be just too sweet for the conqueror
why would people anymore build more than a couple of starting cities when they can get full infrastructure from conquests?
Assuming all buildings survived when capturing a city, I would probably go for way more warmongering than I usually do.
In general, I agree that keeping all buildings in a conquered city would not be good for game balance.
However, I wonder if instead of losing buildings altogether, it would be more interesting if all the buildings survived, but were "damaged". They would not function until you repaired them. You would repair them by putting them in your build queue. If a Library was 50% damaged, you would need 50% of the library cost (in hammers) to repair it. Until they were repaired, buildings would produce no benefits at all. Of course, there would have to be some way of determining how much each building was damaged when the city was taken. It could be random. Perhaps you could use a Great Engineer to instantly repair all the buildings in a city.
Although I personally like this idea, it doesn't make the top 10 in terms of changes I would like to see in the game.

One thing that bothers me now: Especially mid to late game, you have the problem of captured cities being engulfed by culture from other Civ's. It's bad enough that you may have to wait for ~10 turns of resistance, but when it's over you have a city that is producing no culture. I know you can immediately build/whip/rush Theatres and such, but some cities are just destined to lose the culture war, unless... you raze or take neighboring cities.
Being able to get culture producing buildings back online more quickly might actually discourage warmongering to some degree.
And what is your top ten list then? I'm curious.![]()
You mean once in a war, it would discourage warmongering? I don't get you there.
Let me give an example: You declare war on Mansa Musa, and take four of his 8 cities. Let's say you don't really want his last 4 cities - however, the last 2 cities you took are being culturally engulfed by his remaining cities, and are therefore almost worthless. What do you do? You take or raze his neighboring cities, that's what. So your inability to combat Mansa's culture encourages more warmongering. Now, let's say you take his last 4 cities. Oops, the last two are culturally engulfed by Mansa's neighbor, Salidan. What do you do? Well, you either put up with two almost worthless cities, try and give them away, or you attack Saladin. Of course, you could just raze the last couple of cities you take from Mansa Musa, but you get the idea.
At least if you can repair existing buildings, and get the city pumping out culture faster, you would be more equipped to deal with the culture problem without resorting to taking or razing the neighboring cities.
I probably shouldn't, but i'll try. . .
You complain because buildings are arbitrarily destroyed when ownership of a city changes hands involuntarily. You believe that this is illogical. But Buildings" are nothing - it is the infrastructure and the workers who operate those buildings that provide the benefits. A building, in "real" terms is an empty shell; a building, in "civ" terms is the shell, the staff, and the support systems which, once built, grant the city certain benefits. The destruction of those "civ" buildings represents, in turn, the destruction of that infrastructure.
If I moved into a city that had a building it called a "barracks" and decided to give 50 of my friends swords and armor, would they be any better or more experienced than if I had given them the swords and armor in some empty field somewhere? Without officers and drill instructors to run the facilities the "building" means nothing. And I hardly think that the conquered staff is going to stick around and train my guys.
When cities violently change hands, infrastructure gets disrupted and destroyed and has to be rebuilt - the game simulates this by removing the buildings. The rebuilding process is simulated by having to rebuild the buildings (rebuild the infrastructure).
First off, to me warmongering is the fact that you go war with someone. So in your case your already a warmonger. Warmongering is the policy, the fact of agressivity. The lenght of the war is a different topic, which is linked directly with war weariness.
But also with this culture problem. But don't you think it would be more efficient to keep all the culture influence? Maybe not the building, that you would have to rebuild, but the culture only? Some mod out there create a culture boost after conquest; I think this is the reflection that it is really a problem, an non intentional feature.