As I said above, no, I haven't played it. But isn't that exactly the type of game mechanic I was criticising? Or rather, both that and the "global economic manager" screenshot you posted? Or are you defending that gameplay and saying I'm wrong to criticise it?
Rather than having each farm have a plow or not have a plow, why not abstract it? If your empire has X farms and Y plow, you get the fraction Y/X (capped at 1) of the benefit of having a plow in every farm. Or if the decision of which farm has a plow and which does not is somehow a crucial strategic one, then at least raise the decision up to the city or the province level (ie, you either have enough plow to allocate one to every farm in a province at once, or none in that province get it). But if in a game of Ara you have 50 farms and it's absolutely crucial that Rome's 7th farm gets a plow ahead of Rome's 6th farm, then I'd argue the level of abstraction is completely wrong (at least,
not to my taste) for a game trying to cover an entire civilization for millennia.
I've been keeping an eye or Ara because production-chain games and city builders are a favourite of mine. But the idea of having to manage dozens of identical production chains as my empire grows doesn't seem fun to me.