ifaesfu wrote:It's a good variable because it makes the management of the workers more interesting.
Yes, I also use to tandem 2+ weak workers for a hard work, to make sure no working point is wasted. But I always have to calculate. Calculate calculate calcultae. When it comes to these levels of micromanagement it is NOT fun. It's "the most time you stay with your eyes on the monitor, the most you gain", no matter how smart you are.
There are many other features which would make us *think* at a tactical and strategical level, which are just not implemented, expecially in the military/logistical.
What about a distinction between wheels, mounted and infantry regarding terrain movement?
What about giving those rivers a function which is not a "already existing road"?
These would be features which would allow COMPLEX tacticts and strategies without COMPLICATING calculations and micromanagements.
IMHO even vanilla Civ1 features are just complications, or are to be addressed with a critical attitude: e.g. rapture, traderoutes and all those features which depart too much from plain realism and add unbalanced variables to game.
By the economical point of view, a serious Economic/Commerce features add-on would benefit a lot Freeciv and the LT/GT universe.
Beginning with the Civ3 limited special resources would be a great beginning.