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I used "City Ruins" instead as a catchall name because most factions imo cannot leave behind Imperial Ruins when their city gets destroyed - simply because they are not imperial (and the ruins are not old). So it uses a different name (and hence slightly other effects can be tied to it as a bonus).
I think the city tiles retain all natural features (any rocks, forest etc.) that were there when the city got destroyed. If that is what you mean by 'clear cut ground' - then yes.
I like the idea and visual that something of the city remains -instead of just going up in smoke entirely- but did not want too much extra 'ruin clutter' on the map. That's why I used a light version of your idea that only applies to the city center. Just a personal preference.
Some natural features like forests are removed when buildings are built while others like rocks or ruins have to be cleared to free up slots, either way the end result when a city is destroyed is a big open empty area. And yeah, I would personally turn off pre generated ruins if this mod existed. Also, in the original post I mentioned a cool detail being ruin assets for each faction, but not required as that would be a lot of work for very little return
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2805832131
It's only using the basic Imperial Ruins feature for all cities. I'll have a more complex version with different ruins for each faction at some point in the near future.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2808154348