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They certainly should include the option to raze enemy cities, and also to merge 2 regions into one.
This tbh the AI never was good at placing cities razing them was a saving grace...
I think it's because the absolute razing of cities just wasn't done all that often in history. I think Carthage might be the only one that comes to mind, and even then, it found a way to eventually bounce back and actually exists today as a Tunisian municipality. The devs are leaning heavily into a historical foundation for this one, so mechanics like razing cities - which is more there for game convenience in other 4X titles - is something they elected to not implement.
https://youtu.be/TkzU9Lu5JCY?si=3bcDmHT7hLCrE7GA CARTHAGO DELENDA EST
also, AFAIK, you can raze them by letting them fall to barbarians and then attacking the neutral city that pops up after. you force all the pops to relocate to a nearby city.
I can understand what you think about, but in fact, razing cities is in the game (independent cities). Just adding such a choice on conquest would imo not constitute a new mechanic or a break in the general system. In any case, I don't think historical accuracy can take precedence above gameplay here, as this thing with regions and their mutually-exclusive influence zones already does the opposite.
I can only think of a reasoning such as that losing a city only to have it razed immediately negates any option to get it back, obviously, and that could be experienced as frustrating. This would not apply to independent cities.
However, one could include a gradual resettlement of the population - let it maybe take 20 turns to remove the city: Opportunity to reconquest the city for the defending side as well as the option for a better planning of empire layout for the conquering side.
Hopefully they add this in soon.
I am already sick of the AI building cities in ♥♥♥♥♥♥ places. I am trying to space my cities with enough room to grow and the AI is planting new cities in between mine.
Or to absorb them into one region (with one region center and downgrade rest to regular cities with current max lvl for example)
Yeah, I actually did that myself early game due to old habits, haha. But I think that speaks to their reasoning being just what I stated: Independent cities don't grow or improve, so destroying one doesn't really affect "tapestry", as it were.
I think a good solution to this would be to allow a city to be destroyed within x turns after being placed. Or perhaps before its first border expansion or improvement, whichever comes first.