I really like those ideas, Arturus.
Arturus said:
Occupy City - You get all the unhappy people of another culture plus the typical gold bonus
I think that if you kept the citizens, but looted
any gold, they would really dislike you.
I think that this should be split into two options:
A) Occupy, Don't loot. The citizens would likely be unhappy, but may not, depending on their sentiment towards your civ.
B) Occupy, loot. The citizens would despise you no matter what. There would be a strong resistance movement. Any previous propaganda/sentiment would have no positive effect.
Option A would be better if you don't have an extremely large military, or simply don't want to slow yourself down dealing with resistance. Also, this method would be
alot more practical if the citizens already like you somewhat.
Option B would be better if you had a huge military. Looted gold would help support it. If you are willing to garrison alot of miltary police there, it would work. Also, if the citizens hate you anyway, and yet you want to keep the city, then you may as well loot. However, if they feel decently towards your Civ, then this would not be the best option.
Note that looting would not put any stain on your reputation with other Civs, but would make citizens of the same nationality hate you, or at best not trust you. Democracies can loot.
Arturus said:
Enslave the Citizens - The citizens are turned into slave units which can be moved around and used to join a city. They would still maintain the culture or nationality of the country they used to be part of just as they do when you occupy and would most likely be unhappy until converted. The only abilities slaves should have is move and join city. You would also get a larger gold bonus that is created from that city (maybe the commerce production of that city multiplied by 5 instead of from the enemy nation's treasury. This would simulate valuables, jewellery, art work, etc. that a city's residents would have owned before being enslaved)
Perhaps you should get 1 slave worker for every three four population points or instead(this seems two powerful otherwise), and the city would be size 0. Your people would then migrate from nearby cities to the this one (I'll explain this below, under extermination). You wouldn't have to worry about unhappiness in the current city(duh), but it would lower your sentiment in other cities of your enemy.
You would get full looting from doing this. The concept of "larger" and "smaller" looting makes no sense to me. It would be all or nothing, I should think. As far as your reputation with other Civs, each time you enslaved a city, it would hurt your reputation towards other Democracies. During the Indutrial Age, enslavement would hurt your reputation with all civs sightly, and with Demos significantly. Enslavement should be unavailable after you reach the Modern Age, and should always be unavailable for Demos. (Yes, I know the US had slavery, but Demo governments got rid of it pretty quickly, and representative monarchies in Europe got rid of it even more quickly).
Arturus said:
Exterminate the Populace - The city is reduced to 1 citizen of your nationality and you get a larger gold bonus (city commerce production multiplied by 10 maybe). In order to balance though, no production should occur in that city for several turns (10-20?)
Here's my take on this: the city would be size 0, unable to grow or produce. Citizens from your nearby cities would migrate there and populate it. People who are saying "It's too crowded" would migrate quickly. Of course, doing this would destroy sentiment amongst the populace of the civ you are at war with.
As far as reputation goes, I think this should vary by what age the civilizations are in. An A.I. civ in the ancient age would not care if you exterminated a city (as far as I know, this wasn't exactly acceptable in those times, but many civilizations did it, and expected it.). If an A.I. civ were in the middle ages, you would take a slight reputation hit, more so if the civ was closely related to your enemy. You would take gigantic reputation hits if you did it during the industrial or modern ages. In any age, you would take additional reputation hits from A.I. democracies. This option would not be available while under a Democracy.
Arturus said:
4. Exterminate the Populace and Raze the City - The city is razed over a period of 2-3 turns and the people are exterminated, you receive the same bonus as option 3[extermination].
I don't really like the razing over 2-3 turns idea. I think that would just slow things down and be a chore. I thought up an idea for plundering a city before you raise it, using military. (see below) As far as reputation hits, it would be the same as exterminating the populace (see above). Not available to Democracies.
Arturus said:
5. Raze the City and Enslave the Populace - Same as option 2 except the city is completely destroyed over a period of 2-3 turns and half the number of people in the city are created as slave units (If city had 6 you get 3 slave units). You would also get the same gold bonus as option 3.
Same as above, except you would get slaves. This wouldn't be available to Democracies, nor would it be available once your Civ has reached the Modern Age. As far as rep hits, take the negative reputation you would gain from both enslaving, and from exterminating. Meaning, slight rep hit from all Civs during Middle Ages(raze), large rep hit for Middle Age Democracies, maximum reputation hit for any civ in the industrial ages or above.
New Idea: Plundering a City
This is an enhancement of the "multi-turn raze" idea. Plundering would be an order that you give Military Units, not an order that you give when you capture a city. Plundering would spend the unit's turn
(this means it wouldn't be fortified) And will get gold. Military units can do this over and over, getting less and less gold each time you plunder. Plundering would also randomly destroy city improvements and kill population. Also, the cities wouldn't culture flip. Instead, the populace would evacuate, over time, to nearby cities of their Government.
While you are plundering a city, it would be in flames. Also, citizens would be evacuating, or being killed by your military units as they plunder. Once you aren't getting much gold each time you plunder, or you simply need to move on, you raze the city (which would happen in one turn). So basically, you get to choose how long the city burns, you get gold bonuses for doing so, and most importantly, YOU get to decide when to move on. Plundering cities would have the same reputation hits as enslavement. Democracies would not be able to plunder cities.
Think of how much money you could make off of this, especially during the Ancient / early Middle Ages. Capture city, loot, plunder with your military for however many turns you want, raze the city, then move on to the next. During this time period there would be no reputation hit either. It may seem over powered, but it's supposed to be, since it gets weaker and weaker as Democracies and the Industrial Ages start to appear.
So now, what WOULD Democracies do if they captured a city, but didn't want to keep the population? They would have the option to force evacuate the enemy populace(which would send their citizens away instantly), and then either keep it (at size 0 - you would have to use your citizens to repopulate it) or raze it. Any civ would have this option, although the only advantage would be that you wouldn't take a rep hit. Also, it wouldn't hurt the sentiment of the civ you are at war with. So, if you wanted to keep a city, but not deal with happiness issues yet, and not get a reputation / sentiment hit, then this would be the way to go.
Forced Evac could only occur right when you capture an enemy city. Also, if the citizens liked your civ, some of them might populate your cities instead. Regular evacuation is discussed below.
Arturus said:
When abandoning a city, create refugee units equivalent to 1 refugee unit for every 4 citizens in the city. Refugee units should have a movement of 1, regardless of terrain and improvements, and can join any city you own but will be unhappy for a series of turns (5-10 maybe?). If you know you are going to lose a city, this would be a cool option to have I think and would add another element of the reality of warfare.
Evacuation
I think I have a better idea. You know the "migration" idea I was talking about under the "exterminate but keep the city" option? Well, perhaps you could give an evacuation order, making your citizens migrate. One citizen would leave the city and join one nearby, every turn(until an enemy captured the city or you cancelled the evacuation order). Also, they would never join another city that is under evacuation(so you can evacuate an entire war front right when they declare war, if you want).