Magil:Stack composition - much ballyhooed, and virtually the only tactical or strategic consideration of note in 4. And you're matching all of that to JUST the logisitics of moving in V and VI? Not very fair. All of the things you said mattered, sure. But there's really not that much game to them to be had.
Again, this can be easily disproven by reading one of the many good Civ IV multiplayer game reports out there on the net. There's a lot of game to be had there.
Tactics, sure, but logistics is generally just one click and you're done.
As has been stated, these "logistics" drag the rest of the game down for minimal benefit. But even beside that, if it's "one click and you're done" then you're probably not playing very well.
Look, Civ IV is all about concentration of force. You can concentrate your force more easily, because your own units don't pointlessly block each other, sure. But you're downplaying the importance of building your empire such that you
can concentrate your forces where they are needed, so that you
can bring up reinforcements. Keeping your road network solid such that you could do that while also keeping every point of population working improved, beneficial tiles (which changed constantly due to Slavery demanding swapping between growth mode and slow-growth production/commerce mode) is not something to be downplayed. It's a far more interesting balancing act to me--an economically minded player, a player who loves to
build an empire, than the logistical concerns of moving units. Throw in actually producing units and keeping cities garrisoned for happiness from Hereditary Rule... there's a
lot of game there.
Even the road network was not meaningful because it costs nothing to build except autobuilding roads on your Worker. Or manually building them, which was often worse. It doesn't cost you anything so it was just busywork you always did.
Absurd. Worker turns are a valuable resource in the early to mid-game. You do
not want to waste them. And you certainly don't want to "autobuild" anything (other than maybe in the late game when victory is assured, most tiles are improved, you disabled replacing improvements, and you're just chugging along). Sometimes I'm not sure we're playing the same games.
The Fast Worker is considered the most powerful unique unit in the game by many Civ IV vets. Why? Because that 1 extra move saves so many worker turns over the course of the game. That alone shows how important they are.
You're not having to manage space or movement or staging grounds or things of that nature. You click. That was it.
Again, I don't think we're playing the same game. Forks, chokes, strategic pillaging and harassment tactics were all viable things in IV and all took those things into account.
In contrast, the "busywork" you find tedious in V and VI does kind of matter, and it does cost you in movement and turns. The clutter you hate so much is precisely the sort of problem you're supposed to think about and solve, not just have the game auto-play itself for you.
Just because you automated your workers doesn't mean it was a good idea or even that everyone else did.