I like pillaging scaling with game speed, but it's definitely way too strong. A few changes that make sense:
1. Pillage yields should scale with the target tech/culture level, not the pillager. It makes no sense if my tech is in the atomic era and I'm pillaging someone in the ancient era that I should get more science by pillaging them than they would get by pillaging me
2. The Raid policy cards should be changed. +100% is too much. Perhaps they should go back to having the 2 separate pillage cards, one for districts and one for improvements (and combining the 2 for the modern era), and each one should only be +50%
3. I like the idea of pillaged improvements being destroyed completely when you capture a city. Effectively costs you a builder per city you capture now to rebuild it, although a pain to rebuild if you end up capturing your city back. Maybe it should just be modified so that if you did not build the improvement in the first place, repairing still costs a builder charge?
Otherwise, the rate of pillage scaling just needs a complete rebalancing along with tech and production costs. It should increase as you go through the tree, but probably not nearly to the same point that it currently is. Although as always, part of the problem is when you are going through a war, there's not a lot of military policy cards that I'm interested in (once I've built my army), so it's just an obvious one to slot in, and doubling the rewards is definitely huge.
1. Pillage yields should scale with the target tech/culture level, not the pillager. It makes no sense if my tech is in the atomic era and I'm pillaging someone in the ancient era that I should get more science by pillaging them than they would get by pillaging me
2. The Raid policy cards should be changed. +100% is too much. Perhaps they should go back to having the 2 separate pillage cards, one for districts and one for improvements (and combining the 2 for the modern era), and each one should only be +50%
3. I like the idea of pillaged improvements being destroyed completely when you capture a city. Effectively costs you a builder per city you capture now to rebuild it, although a pain to rebuild if you end up capturing your city back. Maybe it should just be modified so that if you did not build the improvement in the first place, repairing still costs a builder charge?
Otherwise, the rate of pillage scaling just needs a complete rebalancing along with tech and production costs. It should increase as you go through the tree, but probably not nearly to the same point that it currently is. Although as always, part of the problem is when you are going through a war, there's not a lot of military policy cards that I'm interested in (once I've built my army), so it's just an obvious one to slot in, and doubling the rewards is definitely huge.