A few ideas and suggestions.
Basically, I get my ideas from a game called "RL"
wieder wrote:- workers/enginers from completing tasks no matter how many units are used.
I understand where this is coming from, however, I feel you're looking this from the wrong direction. Simply implement two things:
1. You can't build roads in enemy territory
2. Fortress doesn't change tile ownership
Basically, 1. makes perfect sense when you consider that due to restrictinfra, this road wouldn't be used anyway, except in conjunction with 2., but 2. is unrealistic anyway. You built a fortress on an enemy tile? Cool story, bro. In Civ, a tile is order of magnitude of hundreds, if not thousands of square km. No, you can't use it, farm it, mine it, connect it wit roads for the purposes of normal traffic. Basically, an often use of a fortress is for people under Democracy is to stuff their units inside so that there is less unhappiness at home. Because if you have an American fortress in Kabul, people at home are going to say "Oh, that's fine then, they may just as well be in Wisconsin, no difference at all".
- changing government
If I understood correctly, the only problem with this being too close to TC is that some people would like to seize the opportunity to incite revolts and bribe units? Well, that doesn't happen too often anyway is I'm not sure it's that big a deal. If it is, then maybe simply declare that the benefits of a new government such as "no revolt/bribery" happen exactly 24 or 48 hours after revolution was started.
But another idea, from a board game called Through the Ages, often described as "Civilization without the map part": have two kinds of changes of governments. Revolution, business as usual. but also a peaceful one, where you spend a certain amount of bulbs and/or money, and then the change is peaceful and instantaneous. There the bulb cost was equivalent to one tech cost. However, there are much techs in al so, in equivalent, here it may amount to the price of maybe five techs. Another way of doing it may be that "bulbs are taxed by % for the next 5-10 turns", to make up for the need to change the system and social infrastructure.
- changing tech target
Why is this a problem?
- launching the space ship
Ok why is
this a problem? I never reached a spaceship in Freeciv, but I was under the impression that people are able to see the state of your spaceship and that nobody can launch theirs by surprise, so it's basically irrelevant at which part of the turn it happens.
- city trading
I have a way of solving it. Again, RL helps. When a city is integrated into another government, it's not a trivial move. So, here, make it so that a city is transferred to another nation only with a 2 or 3 day (turn) delay. Removes a lot of possible abuse and trickery that way.
(An exception may be when a city is immediately conquered, then the conqueror has one minute to open a diplomacy screen and give it to his ally (and only ally). After those 60 seconds are over (or, it doesn't matter, it can be 300 seconds), the window of opportunity is closed and you have to use the usual channel, a three day wait.)