... When you raze a city, that square and the surrounding 8 tiles are reduced to zero grain/production yield. ... Please change this so only the city is destroyed, or at least make the surrounding terrain eventually regenerate to it's default state. ...
I note that there have been a couple of responders to this thread who said that they like, or are comfortable with, this change. However, it is clear that the vast majority of people who have commented, do not like this change. I would like to add my vote/voice to the group who have requested that this change be rescinded.
The change is not reasonable. Razing a city should at most permanently damage only the city square; it should not permanently destroy the fertility, and material resources, of all 8 surrounding tiles. Practically speaking, usable tiles for new cities are already pretty rare; and this change reduces viable locations too much.
This change is purposely restrictive, and resultingly annoying. For my part, I am one of those players who does not actually like to build a lot of cities. (I don't enjoy city micro-management; and I routinely build 1.5x, to 2x, as many outposts, as cities, partly for that reason.) I also do not care to keep many captured cities - usually no more than half of them. On the other hand, some folks love to build and manage cities. However, this change removes choices/options for all of us, narrows gameplay artificially, and frustrates most of us.
The simplest corrrection (rescinding this change) is best. I understand that there are a couple of spells that could be used to restore fertility, but they are not readily available (until late game); and may not be available at all, if you don't pursue the right magic path (earth magic). Also, some folks have suggested that fertility be restored naturally after a "cooling off period" of perhaps 25-50 turns. However, I think these (and other mitigating changes) are needlessy complex (and mostly unsatisfactory) solutions. In this case, simplest is best: don't permanently destroy the city tiles, or at least, don't extend the permanent destruction beyond the city center -- don't affect the 8 surrounding tiles.
I'd close, by saying that this is "just my opinion" ... but I think we are close to an emerging consensus here ...