How to encourage razing of cities?

@Gazebo , also, would it be possible to code an option (perhaps via an Authority policy) that for each turn that a city is being razed, you get a certain amount of culture, gold, science and/or production, (to represent the thorough pillaging of the city being burnt down, slaves,...), scaling with era and going to your capital city?

That's overpowered. An Authority civ, or any civ that gains bonuses for capturing or founding a city (China), can already cash in on that bonus twice, by capturing (1st time) then rebuilding (2nd time). Giving extra yields while razing is just ramming more bonus yields. You may as well add it into the capture bonus, if it's unbalanced.
 
Cam, IIRC authority "only" gives faith and gold on city capture, not production, science or culture? So that'd be different. This could be a thing for all civs, not just authority, if Gazebo decided to make it default on razing. Re: China - there usually is one civ that has a great UU/UA/UB/UI that stacks really well with a certain mechanic, but that doesn't mean that mechanic shouldn't be in the game. For example, Rome basically gets a 15% production bonus, which stacks really well with Progress' +20% production, but that doesn't mean the +20% shouldn't be in the game/Progress.

I think either being able to keep the razed city's tiles or benefiting from every turn a city is being razed would be a big step towards making razing more appealing, and in the latter case, more historically realistic.
 
What about to make razed cities leave city ruins that can be worked by the archeologist ? So you can build a landmark or an artifact ? The city has to have at least 10population to leave any trace behind.
 
Another potential option- successfully razing a city could grant a certain amount of XP to all existing military units and/or yield a free great admiral (if a coastal city)/great general (non-coastal city).
 
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