Obviously you'd need a system for producing tile improvements outside the city radius. But that doesn't make this idea fall apart. The idea of taking more time, or costing more money to develop further outside the city radius (and within one's own borders) seems sufficient.
I think Arathorn is acting immature and ridiculous, but that's just my opinion. I'll try to address him in a rational manner rather than getting into "what Dan likes is good for Civ, what Dan doesn't like is bad for Civ".
I LIKE workers, I LIKE micromanagement, I LIKE playing at the highest difficulty levels.
But is a micromanagement game really compelling for a wide audience? Civ needs to grow as a game, and that means a new audience. There's a hardcore contingent who will play Civ 4 no matter what, barring any kind of crazy change (workers, perhaps, in thie category). But there is a whole world of people who have tried Civ (e.g.: stolen it) and then deleted it after they got bored.
Saying micromanagement is strategic and an integral part of the game solves nothing. It is a commitment to mediocrity -- a substitute for REAL strategy.
Eliminating workers, you no longer have to track down workers, or wait as your PC calculates their movements (even when they're automated, even when you turn movement animations off). The most efficient way to use workers, currently, involves finding them, clicking on them with your mouse, moving them with the keyboard, and then selecting what you want them to do.
The more efficient way with the new system could be done from the mouse without the keyboard, within three or four clicks clicks -- a drag and drop from the city square to another square, followed by selecting "road, irrigation ..." from a pop up menu. Or vice versa, drawing an improvement like a road or patch of irrigation (like using a paintbrush), then being prompted to to click on cities to allocate workers to the terrain improvement -- then clicking okay.
There is no doubt in my mind that this is an improved UI with a lower demand on micromanagement. And it paves the way for what Civ should really be about -- MACROmanagement. What's more interesting, coordinating 30 workers to find the most efficient path to improve your terrain, saving you 3 turns ... or coming up with the idea of a blitzkrieg -- sweeping half your troops in from one side, and half from another side?
Finally, I'll leave you with this.
Arathorn said:
If you can't bother to think about how to use workers, why be bothered to think about anything at all?
I love complexity. But before you get all indignant, the whole anti-complexity movement comes from none of us. It comes from the casual players, and has been communicated through Soren as a goal. He's made it abundantly clear (at least that's my impression) that he will not add ANY complexity to the game until complexity has been reduced in another, "unfun" part of the game.
I encourage you to think of a more unfun part of the game to eliminate for this purpose.