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In contrast if the available city is of a different culture, then it opens the door to getting new units and buildings that aren't available to my main culture, so it's worth considering whether it can let you build anything useful that you can't get natively. Some especially plausible pickups are: (a) High culture, since their supports are quite good and can add a lot of spirit damage by awakening units from other cultures, and/or their T3 mages synergize well with a lot of things, (b) Mystic culture for a T3 mage that can be great against opponents that rely on buffs or summons, (c) Primal/Industrious Culture for access to a solid T3 polearm/shield, esp. if I already have aspect of root to heal it, or Primal's over-powered animists make a solid addition to many armies summoning a new T2 primal animal every 3 rounds, (d) Feudal/Dark/Barbarian if you want access to T3 charge.
That said, it would be nice to have a chance to change culture WITHOUT changing race, even if it was considered slightly evil and/or took many turns.
Makes a lot of Sense actually. I really had my thinking backwards.
Release (good++): Release them as a free city with a strong relation bonus. You were just here to force peace.
Release as vassal (good+): Make city a vassal of your empire. They are still mostly free to do as they please.
Absorb: They are now under your direct control but retain their identity.
Assimilate (evil): You force your culture on them and integrate them into your empire.
Appropriate (evil+): You replace the people with your own but the city stays the culture it originally was.
Migrate (evil+): You throw everyone and everything out, making the city part of your homogeneous empire.
Raze (evil++): MDK, plunder everything, burn what's left.