One thing that's bugged me for multiple civ games is how easy opponents will roll over for you. Especially in 6, cities are almost fully usable once you capture them, and become essentially fully yours when you sign a peace deal. Always feels to me that it should be much longer before you get a workable city out. My proposal:
-When you capture a city, it's in resistance for 1 turn per pop (as in previous games). While in resistance, you get 0 yields in the city.
-As well, any city in resistance, there should be a chance that the city or district rebels. For each district in the city, it should be about 50/50 in each turn if you don't have a unit on or next to the tile that it would rebel. If a district rebels, then whoever you capture the city from gets a new melee unit on the district tile, and the district gets auto-pillaged. If that happens to the city centre, then the city actually flips back to them. So if you capture a city at size 10 with 4 districts, you need to basically garrison 4 troops in the city for the next 10 turns to prevent any rebels from forming. If the city fully rebels, that can bring a civ back from the dead too, so you're not off the hook by wiping them out.
-Once the resistance period is over, then the city gets an "occupation counter". Say that counter starts at 100. What will then happen is:
--If the occupation counter is > 0, then the city gets 50% food and 50% production (similar to the current occupied status)
--The other yields (gold, science, etc...) are reduced by the occupation counter. So if the counter is at 75, then you get a -75% "bonus" to those yields.
--The counter will naturally decrease per turn. Also, it can decrease faster by stationing military units, or by having a large cultural or religious influence on the city. If the previous civ is wiped out, or they cede the city in a peace deal, the occupation counter will drop by a lot, but it will not drop to 0
--As long as the occupation counter is > 0, there should be a chance that a district could "rebel", however in this case, it would simply just get pillaged, and not spawn the units.
This way, if you want to conquer someone, you basically need to not only have the units to keep advancing the front, but you will need to keep units back to police the cities that you have captured. In a lot of cases, those may simply be troops that are healing up anyways, but it would certainly add another challenge instead of capturing a bunch of cities and suddenly seeing your tech rate double by capturing them all.
-When you capture a city, it's in resistance for 1 turn per pop (as in previous games). While in resistance, you get 0 yields in the city.
-As well, any city in resistance, there should be a chance that the city or district rebels. For each district in the city, it should be about 50/50 in each turn if you don't have a unit on or next to the tile that it would rebel. If a district rebels, then whoever you capture the city from gets a new melee unit on the district tile, and the district gets auto-pillaged. If that happens to the city centre, then the city actually flips back to them. So if you capture a city at size 10 with 4 districts, you need to basically garrison 4 troops in the city for the next 10 turns to prevent any rebels from forming. If the city fully rebels, that can bring a civ back from the dead too, so you're not off the hook by wiping them out.
-Once the resistance period is over, then the city gets an "occupation counter". Say that counter starts at 100. What will then happen is:
--If the occupation counter is > 0, then the city gets 50% food and 50% production (similar to the current occupied status)
--The other yields (gold, science, etc...) are reduced by the occupation counter. So if the counter is at 75, then you get a -75% "bonus" to those yields.
--The counter will naturally decrease per turn. Also, it can decrease faster by stationing military units, or by having a large cultural or religious influence on the city. If the previous civ is wiped out, or they cede the city in a peace deal, the occupation counter will drop by a lot, but it will not drop to 0
--As long as the occupation counter is > 0, there should be a chance that a district could "rebel", however in this case, it would simply just get pillaged, and not spawn the units.
This way, if you want to conquer someone, you basically need to not only have the units to keep advancing the front, but you will need to keep units back to police the cities that you have captured. In a lot of cases, those may simply be troops that are healing up anyways, but it would certainly add another challenge instead of capturing a bunch of cities and suddenly seeing your tech rate double by capturing them all.