"
This abstraction basically adds a few more "empire-wide" resources, like coins are currently.
I do not find this appealing at all; am jumping off from it into a somewhat broader philosophical point.
One of the things that is essential to Civ for me, that has kept me playing since Civ 1 and that I have not seen any other series of games that does anything like as well, is empire management
as emergent property of city and unit management. You handle your cities and your workers well, and your empire does well. You select the priorities for your cities and your workers, and your empire's strengths and weaknesses vary accordingly.
This, and many other suggestions to come up from time to time on the various threads in this forum, seem to come from a general perspective that micromanagement is a bad thing, and from the same sort of direction as, for example, public works in CtP, and that just gives me hives. I think Civ 4 has gone somewhat too far in the direction of generalising some things already.
I'm all for it being possible to play Civ without micromanagement; all for it being possible to enjoy Civ without micromanagement. I don't quite get what it is that people opposed to micromanagement actually want from their games, though. A game you can play relatively quickly ? There are tiny maps for that. A game where you can manage a vast empire over a large span of game time and still finish it in an evening ? I don't see a way of doing that in something I would recognise as Civ. If the game is to abstract stuff away to an empire-wide level, or a region-wide level within an empire, it can't possibly do so with with flexibility and power of a human player who puts the time and effort and understanding into using every little element for maximal effect, for combined effect that are greater than the sum of their parts, greater than any plausible AI governor is liable to figure out, and quite likely for combinations of effects that the game's designers never thought of.
If those levels of abstraction are to be available in something that is recognisably Civ, they will be abstractions of situations where there are still individual workers and individual cities each doing their specific thing, and if that is there under the hood anyway, I want to be able to get my hands on it directly. It seems wrong to me for the levels of achievement and accomplishment one can get by learning to master complex, time-and-energy-consuming gameplay to be reduced to a matter of pushing a few buttons and letting the AI do it; by all means let those who disagree with me have options to automate the bits they don't want to do - automating workers and city governors have been in since Civ 3, and if they don't work particularly well there, I'd say that's an argument for strengthening the AI used for the purpose rather than for adding new layers of abstraction - but don't keep the dedicated players from getting into the fine detail.