There has been some discussion around the rules around conquering/razing cities, as well as the annoyance of losing city buildings when one of your cities is temporarily captured by an enemy, or secedes/flips and has to go through another conquest when you retake it, destroying even more buildings.
I think the building destruction rules really are at the heart of this. They have not been changed since the base game, where cities changed hands more rarely, and these consequences were put in place to hinder an expanding civilisation. Conversely, in RFC many central mechanics (spawns, respawns, secession from instability, even some barbarian invasions) rely on cities changing hands often. Setbacks can happen more often, but that also means that if you manage to reverse setbacks, you shouldn't be further punished for that. Therefore the conquest rules are a poor fit for DoC and should be changed.
When talking about this, we should also take related game system such as converted culture into account here, and integrate them into the rules better.
I'm just going to throw out some ideas for improving this interaction here, so that we can discuss their consequences and how much they would improve the problem. They're not really mutually exclusive most of the time, so I could eventually decide to include any combination into the game.
1. Fix base rules, if applicable
If I recall correctly, the base game already has a rule for not applying building damage if you retake a city that you had previously controlled, but I am not sure. It could be that the way DoC converts culture (on flip or after conquest) makes the game think you aren't the previous owner. I will look into that.
If that's the case, it would deal with most of the problems around retaking flipped cities.
2. Building damage should depend on bombardment
I have seen it suggested that siege bombardment, not city conquest should cause building damage. I'm not sure how realistic it is for most of history (i.e. before Artillery and Bombers), but more importantly I think just doing that would be even more frustrating because you could successfully defend a city but still lose buildings because the enemy is bombarding you with catapults.
On the other hand, the remaining city defense could play a role when the city is actually conquered. If a city is conquered with high remaining defense, less buildings would be destroyed, reflecting that it was conquered using less drastic measures. This could also introduce additional tactical decisions whether you should bombard a city or not.
3. Building damage should be applied over time
We already have a "transitional" time after conquering a city, which is the number of turns it is in unrest. Rules could be changed that the consequences of conquest (lost buildings and population) are only gradually applied during these turns, or after it is over. This gives the opponent some time to retake the city and avoid some or even all of the damage. A rule like this would be especially useful against surprise attacks that are abusable by players and annoying when the AI does it.
Razing a city could make use of similar rules: the city goes into unrest for a number of turns equal to its population, and loses a population point every turn. This makes razing much harder, unless it's a small city or the enemy is truly powerless to stop you.
4. Different options when taking cities with different trade offs
Right now, conquest also gets you the city (duh), some gold and converts local culture, at the expense of some turns of unrest and building damage. It would be cool if there was more choice about what the trade off between these effects would be. For example:
Sack the city: yields additional gold compared to now, converts as much culture as currently but also removes some additional owner culture (resulting in a higher share for you), longer unrest time, more buildings are destroyed. Maybe: surrounding units receive one turn of healing, non-state religions may be removed.
Install a new governor: yields somewhat less gold compared to now, converts as much culture as currently, same unrest time as now, somewhat reduced building damage.
Spare the city: costs gold and leaves owner culture unaffected, same unrest time as now, almost no building damage.
Maybe as a fourth option:
Raid the city: Less gold than the above options, slight building damage, shorter unrest. City is returned to the owner and units retreat to the closest city (or transport).
This would give a cool option to simulate e.g. Viking, Turkic or Mongol raids without forcing you to keep the territory or raze the city.
In general having these decisions would require prioritising different goals: cruel options give more cultural and territorial control, benevolent ones leave more buildings and therefore economy intact.
5. Emphasise garrison requirements more
This isn't really a solution in itself but synergises well with some of the other ideas. The basic idea is that even now, a city with a lot of foreign culture requires some garrison units or it will flip back to that civilisation. Right now I don't think that mechanic is strong enough to be a consideration, but it could be tweaked to that effect, in particular while the city is still in unrest.
That would actually require an invading civilisation to keep a segment of its army in a newly conquered city to avoid it returning to their enemy, instead of plowing through their territory at full strength.
That's all I can think of so far, thoughts/feedback/other ideas welcome.
I think the building destruction rules really are at the heart of this. They have not been changed since the base game, where cities changed hands more rarely, and these consequences were put in place to hinder an expanding civilisation. Conversely, in RFC many central mechanics (spawns, respawns, secession from instability, even some barbarian invasions) rely on cities changing hands often. Setbacks can happen more often, but that also means that if you manage to reverse setbacks, you shouldn't be further punished for that. Therefore the conquest rules are a poor fit for DoC and should be changed.
When talking about this, we should also take related game system such as converted culture into account here, and integrate them into the rules better.
I'm just going to throw out some ideas for improving this interaction here, so that we can discuss their consequences and how much they would improve the problem. They're not really mutually exclusive most of the time, so I could eventually decide to include any combination into the game.
1. Fix base rules, if applicable
If I recall correctly, the base game already has a rule for not applying building damage if you retake a city that you had previously controlled, but I am not sure. It could be that the way DoC converts culture (on flip or after conquest) makes the game think you aren't the previous owner. I will look into that.
If that's the case, it would deal with most of the problems around retaking flipped cities.
2. Building damage should depend on bombardment
I have seen it suggested that siege bombardment, not city conquest should cause building damage. I'm not sure how realistic it is for most of history (i.e. before Artillery and Bombers), but more importantly I think just doing that would be even more frustrating because you could successfully defend a city but still lose buildings because the enemy is bombarding you with catapults.
On the other hand, the remaining city defense could play a role when the city is actually conquered. If a city is conquered with high remaining defense, less buildings would be destroyed, reflecting that it was conquered using less drastic measures. This could also introduce additional tactical decisions whether you should bombard a city or not.
3. Building damage should be applied over time
We already have a "transitional" time after conquering a city, which is the number of turns it is in unrest. Rules could be changed that the consequences of conquest (lost buildings and population) are only gradually applied during these turns, or after it is over. This gives the opponent some time to retake the city and avoid some or even all of the damage. A rule like this would be especially useful against surprise attacks that are abusable by players and annoying when the AI does it.
Razing a city could make use of similar rules: the city goes into unrest for a number of turns equal to its population, and loses a population point every turn. This makes razing much harder, unless it's a small city or the enemy is truly powerless to stop you.
4. Different options when taking cities with different trade offs
Right now, conquest also gets you the city (duh), some gold and converts local culture, at the expense of some turns of unrest and building damage. It would be cool if there was more choice about what the trade off between these effects would be. For example:
Sack the city: yields additional gold compared to now, converts as much culture as currently but also removes some additional owner culture (resulting in a higher share for you), longer unrest time, more buildings are destroyed. Maybe: surrounding units receive one turn of healing, non-state religions may be removed.
Install a new governor: yields somewhat less gold compared to now, converts as much culture as currently, same unrest time as now, somewhat reduced building damage.
Spare the city: costs gold and leaves owner culture unaffected, same unrest time as now, almost no building damage.
Maybe as a fourth option:
Raid the city: Less gold than the above options, slight building damage, shorter unrest. City is returned to the owner and units retreat to the closest city (or transport).
This would give a cool option to simulate e.g. Viking, Turkic or Mongol raids without forcing you to keep the territory or raze the city.
In general having these decisions would require prioritising different goals: cruel options give more cultural and territorial control, benevolent ones leave more buildings and therefore economy intact.
5. Emphasise garrison requirements more
This isn't really a solution in itself but synergises well with some of the other ideas. The basic idea is that even now, a city with a lot of foreign culture requires some garrison units or it will flip back to that civilisation. Right now I don't think that mechanic is strong enough to be a consideration, but it could be tweaked to that effect, in particular while the city is still in unrest.
That would actually require an invading civilisation to keep a segment of its army in a newly conquered city to avoid it returning to their enemy, instead of plowing through their territory at full strength.
That's all I can think of so far, thoughts/feedback/other ideas welcome.