besides the untested population/refugee mod mentioned earlier; here's another that might add some interest here (also untested, I'll try to get a game w/ both of these added on top of VP next wknd):
'Useful City Ruins'
https://steamcommunity.com/sharedfiles/filedetails/?id=422519147
copy/paste from workshop:
[NEWLINE] With this mod city ruins affect plot yields and plot defense value. Cities that generate a lot of yields have higher chances of leaving extra plot yields when they are destroyed. And the higher city population was when it was captured the higher defense value will be when the city is destroyed. [NEWLINE] City ruins model was replaced, so now big cities will not leave just one house ruin when they are destroyed.
[NEWLINE] Removing city ruins when building an improvement is not instant any more, now it takes time.
[NEWLINE] In vanilla game when a city is founded on flood plains, they are removed,. This mod restores flood plains when an improvement is built on that city's ruins.
[NEWLINE] To increase chances of getting extra plot yields from city ruins open "%USERPROFILE%\Documents\my games\Sid Meier's Civilization 5\MODS\Useful City Ruins (v 2)\LUA\Useful city ruins.lua" with a text editor and decrease value of iExtraYieldOdds variable which is found on the second line..
[NEWLINE] Known issues:
[NEWLINE] When you select a worker to remove city ruins on a hill, estimated yields shown in build action panel will be wrong. This is due to an engine bug and can not be fixed.
[NEWLINE] Now you can pillage city ruins. You do not get any gold for doing it, so just don't . You can disable city ruins pillaging, but it may affect performance. To do it open "%USERPROFILE%\Documents\my games\Sid Meier's Civilization 5\MODS\Useful City Ruins (v 2)\LUA\Useful city ruins.lua" with a text editor, find line "GameEvents.CanStartMission.Add(OnStartMission)" and remove 2 minus signs at its beggining.