Some ideas to this ...
Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop
Hazmat (Req Nuclear Power) = Cleans Up Fallout
Hunter (Req Hunting) = Camp, Jungle Camp
Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well
Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery
Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility
Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill
Miner (Req Mining) = Mine, Modern Mine, Shaft Mine
Quarryman (Req Masonry) = Quarry
Rancher (Req Animal Husbandry) = Pasture, Silk Farm
Road Worker (Req Wheel) = Road (and upgrades)
Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility
Nice list, but I think some are too interchangable (Rancher and Farmer, Quarryman and Miner) and should be merged for the sake of gameplay.
How about this:
Carpenter (Req Pottery) = Cottage, Hamlet, Town, Watermill, Windmill, Workshop
Hazmat (Req Nuclear Power) = Cleans Up Fallout
Hunter (Req Hunting) = Camp, Jungle Camp
Upgrades to Farmer
Engineer (Req Mathematics) = Bunker, Command Center, Fort, Well
Farmer (Req Agriculture) = Apple Orchard, Farm, Olive Orchard, Plantation, Tree Farm, Vertical Farm, Winery, Pasture, Silk Farm
Industrialist (Assembly Line) = Desert Windmill, Geothermal Factory, Ground Water Well, Industry (Dense), Industry (Heavy), Industry (Light), Industry (Medium), Industry (Sparce), Waste Refinement Facility,
Lumberjack (Req Bronze Working) = Chops Trees, Lumber Mill
Miner (Req Mining) = Mine, Modern Mine, Shaft Mine, Quarry
Road Worker (Req Wheel) = Road (and upgrades)
Scientist (Req Scientific Method) = Archeological Site, Forest Preserve, Hybrid Forest, Safari, Soylent Green Facility[/QUOTE]
The capture/enslavement will be handled by my modcomp, if I ever get it working

I was more interested in the unit and its actions which my modcomp probably would not do. In my 30 odd years of programming I have mostly done general(ist) stuff, or abstractions, as they are now called. So my dhzEnslavement python modcomp would provide the code to do almost any capture stuff. For example it is possible to make it the engine for "Subdue Animals", "War Prizes", and other mods which involve the potential capture of one unit by another. All the modder needs to do is specify who, what and when

It is still a bit simplistic in that it does not take into consideration special promotions like the "subdue animal" promotion from the "Subdue Animal" mod. The buildings and units that are related to the capture are also out-of-scope for the modcomp so that modders have something to do
30-odd years... Man, way to make me feel young. I've only been
alive 18 years...
I hope you get dhzEnslavement working eventually, as I've re-purposed Jooyo's Enslavement for POW's. I believe EmperorFool is working on some BULL code that will expose the python so the game knows when the player changes civics...
Some of these become obsolete, Hunter for instance. Others become useless after awhile because everything they can build will be built. Do we really want units sitting around doing nothing but costing maintenance? Should there be an upgrade path for them so that they become more vercitile as time goes by? Don't forget the androids or clones or whatever they are in the transhuman era.
Andriods can be multipurpose units, since they can be porgrammed to do anything. They will continue to be as they are now. All of my units will upgrade to Andriods.
How about just keeping it simple for the 1st go round. The 5 workers "tested" will need some more gameplay before adding in different abilities, imho.
Yeah. I'll make a note on that modmod that it is "experimental."
On a related note, Hydromancerx, you need to create a list of buildings that will require your country to have a Landfill. Otherwise, there is no point to building it.