As you are probably aware, the amount of gold gained when razing cities is improved, and there is no fame penalty.
This change was necessary as razing would be a really bad option otherwise, not only are you not gaining a city, but you aren't gaining much else either, why would anyone do that?
However, I'm not entirely sure the above reasoning was correct.
There is a a very huge "hidden" gain in razing cities, and that is momentum. If you raze a city, it's no longer there. You don't need to defend it. Your army that destroyed it can move on and destroy another. Assuming the army contains some sort of a transport, wind walking or otherwise, you can get rid of a city every turn using the same army. Meanwhile, the gold from razing can fund your defense : you can buy troops or convert it to mana and cast spells.
In other words, building one hard to stop army is enough to win a war or entire game, and in a pretty low amount of turns, too. Considering the AI being sluggish at their overland strategy (and by that I mean stackbuilding and moving those stacks to attack targets, since they will rarely end up containing only fast units), even if the AI is way stronger, they'll lose anyway as they can't keep up with one doomstack razing a city each and every turn. Ofc this requires said doom stack to either regenerate or be powerful enough to not take damage, but as my experience shows, that's quite possible to achieve, not to mention the two Nature spells that can heal a stack back to full health.
Since one of the ways the mod intends to balance heroes and strong units in general is the concept "they can't be everywhere at the same time", so while you do advance using those stacks, you have to worry about losing at other locations, razing (paired with transport and self-healing stacks) breaks this concept, as it allows advancing at a speed where long term self-defense becomes unnecessary, on top of razing funding the defense on short term by itself : you can re-buy lost units from the gold gained or refill your mana reserve you spent in combat.
Hopefully, AI wizards using Dispelling Wave on said doomstack can slow things down (which is an addition to 2.6 AI), but non-Sorcery wizards still have no outs against a razing strategy.
And then, there is Time Stop which can be paid and maintained by razing cities as well...on the other hand if there wasn't enough gold coming from razing, then the Inquisitor retort which I already think might be underpowered becomes even worse.
Unfortunately if razing wasn't possible, then games would take even longer to complete which is not an option.
I have no good idea how to deal with this problem - or if this is even a problem? -, if you have any, please let me know.
Wait, I might have one. Would making the AI always raze if they have a certain amount of global advantage (like at least twice the overall power on the historian graph) work? This could let the AI use the raze-rush tactic back against the player? This behavior would ofc be limited against the human player only (we don't want AI to excessively KO each other).
This change was necessary as razing would be a really bad option otherwise, not only are you not gaining a city, but you aren't gaining much else either, why would anyone do that?
However, I'm not entirely sure the above reasoning was correct.
There is a a very huge "hidden" gain in razing cities, and that is momentum. If you raze a city, it's no longer there. You don't need to defend it. Your army that destroyed it can move on and destroy another. Assuming the army contains some sort of a transport, wind walking or otherwise, you can get rid of a city every turn using the same army. Meanwhile, the gold from razing can fund your defense : you can buy troops or convert it to mana and cast spells.
In other words, building one hard to stop army is enough to win a war or entire game, and in a pretty low amount of turns, too. Considering the AI being sluggish at their overland strategy (and by that I mean stackbuilding and moving those stacks to attack targets, since they will rarely end up containing only fast units), even if the AI is way stronger, they'll lose anyway as they can't keep up with one doomstack razing a city each and every turn. Ofc this requires said doom stack to either regenerate or be powerful enough to not take damage, but as my experience shows, that's quite possible to achieve, not to mention the two Nature spells that can heal a stack back to full health.
Since one of the ways the mod intends to balance heroes and strong units in general is the concept "they can't be everywhere at the same time", so while you do advance using those stacks, you have to worry about losing at other locations, razing (paired with transport and self-healing stacks) breaks this concept, as it allows advancing at a speed where long term self-defense becomes unnecessary, on top of razing funding the defense on short term by itself : you can re-buy lost units from the gold gained or refill your mana reserve you spent in combat.
Hopefully, AI wizards using Dispelling Wave on said doomstack can slow things down (which is an addition to 2.6 AI), but non-Sorcery wizards still have no outs against a razing strategy.
And then, there is Time Stop which can be paid and maintained by razing cities as well...on the other hand if there wasn't enough gold coming from razing, then the Inquisitor retort which I already think might be underpowered becomes even worse.
Unfortunately if razing wasn't possible, then games would take even longer to complete which is not an option.
I have no good idea how to deal with this problem - or if this is even a problem? -, if you have any, please let me know.
Wait, I might have one. Would making the AI always raze if they have a certain amount of global advantage (like at least twice the overall power on the historian graph) work? This could let the AI use the raze-rush tactic back against the player? This behavior would ofc be limited against the human player only (we don't want AI to excessively KO each other).