Quote Originally Posted by Kobal2fr
2. You mean buildings destroyed when you sack/genocide a city ? There's no such variable that I've seen - yet. My knowledge of the different .txt files is none too shabby, and still I find new stuff all the time
Well yes, If you destroy a building you get cash (if I recall), when you own a city so there must be some file that does that. (you know calculates the cash you get). Your test showed that sacking is exclusive to population, and while thats okay, it would be ideal to get the buildings income as well.

3. Again, haven't seen any defined modifier or setting relating to this, and if there were I'd assume they would be in descr_campaign_db.xml or maybe descr_settlement_mechanics.xml , both of which I could by now almost quote verbatim by heart
Well can it be modded? forget the game mechanics for a minute, its logical to me that a christian army is more apt to kill more non christians when sacking. Granted not in all cases, but I think you know what i mean, so back to game mechanics, if I sack alexandria and its a muslim held city and a muslim region I would most likely be killing more of the inhabitants.

The mechanism of population as the exclusive trigger to sacking and income derived is okay, but if there is a possible modification that can take into account religion then it should be considered.

Heck, even a high dread general opposed to a high chivalry general should get more from sacking right? Cant we assume that the later would kill more? The test you did was awesome, thanks for the time you put it, its revealing in both its application and its limitations.