Guess I'll add my few pennies worth of comments.
First I never really liked either civ3 or ctp2. But I almost completed a game once in ctp2, while I never came close in civ3. civ2 and ctp1 I simply loved.
What I like about ctp/ctp2 is:
Public works: I simply hate to have to move all those stupid workers around. I think however (as several others have also pointed out) that there is a place for workers. What I want is "army engineers" units that will let me use my pw outside my immediate area of control, or at the end of my road network.
Aussie_Lurker said:
2) Trade Routes: Oh YES!! For pirates to actually be useful, this would be a great addition to the game! However, pirating trade routes should NOT be automatic, as it would make it much too easy. This is where CtP got it wrong, IMHO!
Only specifik units have the CanPirate attribute in ctp/ctp2, so there is no automatic piracy. I think however that when a route is pirated there should be a chance that the "trade unit" is lost as well as the cargo. The number of times a given route is attacked should increase the chance that the "trade unit" is lost.
Slavery: I also like the concept of capturing slaves. Not i real life but in the game. It is a fact of history (and of life in some parts of the world today).
Production: When production switches from one item to another, no production points should be carried over by default, the old item should remain partly completed. The player should then have the option of using some of the accumulated production points for something else at a cost. Ex. 100 pp from a building is converted to 50 pp for another building, or 20 pp for a unit.
Unit upkeep cost: Unit support should be civ wide, not home city based. The upkeep cost should depend on the government and number of cities, and the readiness level.
Readiness level: There should be some way of lowering the readiness level of troupes and thus their upkeep. The result should be lower attack ability and lower hitpoints.