Well, several different mechanics have been discussed. Honestly, I don't know how "public works" worked in Call to Power exactly. Here's a summary of what seems to be suggested in the two threads that have been merged: (A) Citizens work a tile and receive the un-improved tile yield. The relevant improvement appears under construction (i.e., by working the tile, the citizen is both producing and improving simultaneously) (This was my initial suggestion, though I was never so explict as the first post was more idea focused over mechanics); (B) Citizens are removed from producing anything an assigned to make improvements from the city screen (or you just tell them to make improvements and they automatically improve based on AI - like automating workers, and taking into account city focus); (C) You just buy improvements and plop them down. Sim-City style with an increasing cost. I still favor my initial suggestion - but get rid of trading posts, so that for most tiles, there really is only one choice of improvement. This way geography will play a larger role. (For tiles that you could still choose, the AI will decide what to build based on city focus, with some sort of override from the city view). This way, there's less MM.