I've successfully integrated an adaptation of a city raze code that allows you to raze a city post capture or select buildings in a city (great for when you mistakenly build that wrong temple in town). It gives you a worker per 5 population points of the razed city after you destroy it. I like it because I don't particularly enjoy the placement of AI cities, but I do like occasionally using them as a forward buffer zone to let my settlers build on taken land. Besides, as emperor I should have access to my corps of engineers to destroy any building in my towns I want.. (perhaps that should be a tech). As for razing cities post capture, maybe a "Forced relocation" for evil and a "Selective Migration" for good tech in later mods that provide different methods of city management.
It was pretty challenging to get the code to work because they changed some of the procedure calls from civ4 and I don't have a quality XML editor so it took some real digging to find out workers in the FFH2 mod were unit 254 in schema. That and they outright replaced one procedure call that allows you to check if a city has a building to replace it (cyplayer.hasbuilding).
But it worked, it's a variation of someone else's mod so I had to give them credit, but the modifications and adaptations for BTS/FFH2 are purely my work. The alterations also should be adaptable to the mod events python file for BTS, just copy and paste the # bracketed regions.
Here's the link, just uploaded it rather than wait. I've yet to experience any glitches or problems with this adaptation yet, but if you encounter any, please private message me.
Vortex's Adapted FFH2/BTS Event Manager:
http://www.freewebs.com/maelstrom79/CvEventManager.py
To use: simply replace your current FFH2 .025K CvEventManager in the assets/python folder.
This may not work where other mods to the current file have altered the file unless you copy and paste selecct sections of the script. Make sure if you are copy and pasting the modified coding sections you copy and paste it to the appropriate section of the event manager.
In game: Go to any city screen you wish to raze after conquering the city or in which you wish to destroy a building. Press ctrl+D. A popup will come up asking which building you wish to destroy and one of the buildings listed will be "raze city", selecting of which will obviously destroy the entire city instead of just a selected building.
Alternatively, razing a conquered city upon capture will still give you a worker units per 5 population unit of that city. The added workers are another incentive for being more aggressive
Clicking the text above won't allow you to dl the code directly unless you in some way direct your browser to dl the file, but it will let you view the code. As a note, later versions of the mod will likely over-write this code so you may have to reinsert it later, unless it somehow becomes a permanent option within the mod.
The #'d portions of the script can also be added into the appropriate sections of the BTS event manager for use with BTS, however you'd have to look up the Worker index reference for BTS. FFH2 uses the number 254 as the worker reference, and later mods may even change that, but for now it's 254. In civ 4 it was 5. Not sure if BTS altered it from standard CIV 4 unit #5 placement. To find out what unit # a unit is you have to go to the XML for the Unit Schema for the game or mod you are currently playing and actually count the # of unit info's listed. They're alphabetical, so it can help, but for a large mod like FFH2 it can be abit of a pain. Getting the wrong # can result in odd rewards for city razing, like air elementals. (Which is unit 5 for FFH2).
It was pretty challenging to get the code to work because they changed some of the procedure calls from civ4 and I don't have a quality XML editor so it took some real digging to find out workers in the FFH2 mod were unit 254 in schema. That and they outright replaced one procedure call that allows you to check if a city has a building to replace it (cyplayer.hasbuilding).
But it worked, it's a variation of someone else's mod so I had to give them credit, but the modifications and adaptations for BTS/FFH2 are purely my work. The alterations also should be adaptable to the mod events python file for BTS, just copy and paste the # bracketed regions.
Here's the link, just uploaded it rather than wait. I've yet to experience any glitches or problems with this adaptation yet, but if you encounter any, please private message me.
Vortex's Adapted FFH2/BTS Event Manager:
http://www.freewebs.com/maelstrom79/CvEventManager.py
To use: simply replace your current FFH2 .025K CvEventManager in the assets/python folder.
This may not work where other mods to the current file have altered the file unless you copy and paste selecct sections of the script. Make sure if you are copy and pasting the modified coding sections you copy and paste it to the appropriate section of the event manager.
In game: Go to any city screen you wish to raze after conquering the city or in which you wish to destroy a building. Press ctrl+D. A popup will come up asking which building you wish to destroy and one of the buildings listed will be "raze city", selecting of which will obviously destroy the entire city instead of just a selected building.
Alternatively, razing a conquered city upon capture will still give you a worker units per 5 population unit of that city. The added workers are another incentive for being more aggressive

Clicking the text above won't allow you to dl the code directly unless you in some way direct your browser to dl the file, but it will let you view the code. As a note, later versions of the mod will likely over-write this code so you may have to reinsert it later, unless it somehow becomes a permanent option within the mod.
The #'d portions of the script can also be added into the appropriate sections of the BTS event manager for use with BTS, however you'd have to look up the Worker index reference for BTS. FFH2 uses the number 254 as the worker reference, and later mods may even change that, but for now it's 254. In civ 4 it was 5. Not sure if BTS altered it from standard CIV 4 unit #5 placement. To find out what unit # a unit is you have to go to the XML for the Unit Schema for the game or mod you are currently playing and actually count the # of unit info's listed. They're alphabetical, so it can help, but for a large mod like FFH2 it can be abit of a pain. Getting the wrong # can result in odd rewards for city razing, like air elementals. (Which is unit 5 for FFH2).