If we could drop the Call of Duty talk...
Im not even sure what to say... Why are you taking it all so seriously, in a game where you control a civilisation of Dwarfs, their not real man...
I understand your points and I do think they would be valid if the game was at that point, but its really not. Id much rather see an expansion of adventure mode, which really has the potential to be a brilliant aspect of the game. It would be so much fun if you could build, farm, trade, hire people etc.
I find its exactly your sort of mindset that hinders the production of games, so many people construct such strong arguments on things that aren't even realistic considering the stage the game is at. Why not focus on making the game really fun, I mean actual fun for now, and focus on the background necessities later?
Discussions of where the game should go are not bounded by "where the game is right now", they are discussions of where the game should end up.
Besides that, background necessities are the foundations upon which the rest of the game are built - we need the background necessities to work before we can get anything else to work properly.
Anyway, yes, I do want my fantasy game to involve an aqueduct system, a ventilation system, a lighting system (possibly with a need to pipe oil or gas to lanterns, requiring another layer of plumbing), a sewage system, and a heavy cargo transit system, all interconnected with the main throughfares and service tunnels so as to create a giant tangled mess for us to manage to get the game working.
To simply make an electrical system fit inside the frame of a house is easy, but to have to manage a plumbing system, central heating, and maybe something like central vacuums, these all make architecture a complex and interesting job. It helps us understand the intricacies of the world around us.
Further, I would like to point out the inherent contradiction of saying how we shouldn't worry about making a game that has realism and verismilitude in it because "they're not real man", and then saying that we should focus on making the game feel more real and making it a fantasy world you can explore.
Likewise, Adventure Mode is
far more micromanagement-heavy than Fortress Mode is, and will become worse in the future. If you think managing a farm is micromanagement when you just have to designate the plot and tell the farmers what to plant, and wait for the crops to roll in, you want to have it in adventure mode, where you have to find your plow, move to your farm, use plow, move one space, use plow, move one space, use plow...
I am no more a fan of micromanagement than anyone, and I go out of my way to try to argue for ways to mitigate micromanagement.
I have no idea why people keep wanting to harp on some crazy idea that I somehow want to force people to punch a button on each and every bucketful of rubble that has to be moved, as I've said in essentially every post that you aren't going to have to do much more than simply designate a dumping area, and wait for the wheelbarrow dwarves to offload their stuff. For as long as atom-smashing still works, for that matter, you're not going to be wanting for ways to easily dispose of infinite amounts of material.
The purpose of the rubble is to make digging slower, and if you so choose, you can mitigate this with an automated rail-and-dumping system. If you find designing complex rail systems fun, you can do it. If not, you can let the wheelbarrow teams do their thing, and maybe occasionally make a new atom smasher a little closer to the dig site. Atom smashers powered purely by pulling a lever, and with a channeled tile down to the smashing tile take extremely little time and space to build.
It isn't something that makes the game hard all on its own, it just makes the rate at which you get your materials slower, and as such, the rest of the game may become harder as you try to solve your problems with less materials than you currently have. As people have pointed out here, currently, you're trying to
get rid of your excess stone. If we actually had stone
shortages that could make you actually have to consider what masonry projects to send your limited stone to, the game would become a much more interesting one.