[Balance] Remove one turn Razing
This is a major balance problem - a high level city can take dozens or hundreds of turns to build up fully, and that can all be destroyed with the click of a button in _one_ turn.
This makes guerilla raids on lightly defended cities far, far too effective.
Razing needs to be changed to a lengthy, multi-turn affair, with the pop destruction dependant on the size and strength of the occupying army.
Another option, because razing can be used to control empire size and Prestige use, if you conquer an unwanted colony, I'd suggest an option to 'puppet' a city. It goes neutral, no longer under your control, but not under the empires that it was either. This wouldn't help you if you conquered a city you didn't want, but it also wouldn't raze it to the ground, giving your opponent (or you) a chance to retake it.
Whatever the case, one turn razing needs to go. It's badly exploitable, and disproportionately powerful given the time investment that goes into a city.
Suggestions:
- Razing takes many turns, dependant on size of city/pop and size of occupying army (heroes have a much harder time razing than units/large monsters)
- Puppet cities to make them neutral
- Raid and loot structures/heroes/tech/gold
- Massive diplomatic penalties for razing a city to the ground