I suggested something like this a few months ago, where there is a resource storage cap (similar to pop cap), and the player needs to build more storage buildings and farmsteads in order to continue to store gathered resources, much like how you need to build more houses to train more units. ATM storehouses are kind of ignored in combat, which is actually very inaccurate to history (a very common tactic of raids was to burn storehouses and fields to cut off supplies to a settlement, both of which tend to be overlooked in 0ad.)
While I think giving the attacker the amount of resources stored in the storehouse is maybe too much, giving them a quarter of the resources or figuring out some sort of looting mechanic to destroyed buildings might be useful.
Something that could fix the necessity of hunting down to the last worker would be to make it so that if a player (or ai) has less than 4 units or the like, they are automatically defeated, as long as they have no buildings (this might encourage early rushes and raids, which is why owning a civil center or other defensive or military building should nullify this).
Yeah, then I understood, just that you proposed something that happens in basically no RTS (if any?) so casually that I was confused. I'm always happy to propose and discuss changes to the base game, but this, honestly, is not going to make it. It's just too radical. You'll have to try it in some mod.
I like that... in some ways that is what "loot" is, but its standard. We have also changed the amount of loot a little. Farmsteads were I think 20 wood, same as storehouse. It was 20% of cost, or maybe 10%... anyway we for now are 75 food for farmstead, and 25metal, 25wood, 25stone for storehouse.