Tigranes
Armenian
- Joined
- Sep 11, 2008
- Messages
- 9,927
I fear that some players will abuse settling, gifting, warring, and razing if it's too powerful.
One interesting way to model the brick thing could be to make city-ruins a sort of "reverse-cottage" that yields +X production but disappears after being worked for Y turns. Perhaps the number of turns would be reliant on how many buildings were in the city at the time it became a ruins. This could give a slight incentive to raze cities the AI placed in bad spots, hopefully without being so powerful that it will offset the stability penalty from razing.
I mean ANYTHING would be more fun than nothing. I don't like features occupying map for pure cosmetic purposes. History must be .. unearthed!