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2. How about adding an ability to each worker allowing them to be consumed to add buildings of the previous eras to cities? It would be like bringing skilled workers, refined materials, and tools for development as part of a colonization initiative. Colonists imported many of the materials needed to construct colonies from the motherland, brought along with the immigrants, using pre-existing infrastructure to rapidly build new settlements. They didn't, for example, colonize Africa by building black-smithies and castles, they brought the means to make some modern infrastructure with them. A instant bonus would be simpler, but for balance and plausibility later eras would probably require a short period to actually build the infrastructure.
3. Have you considered adding improvements that require the added construction speed? Not improved versions of existing improvements for compatibility with custom Civs, but improvements that would require specific technologies. For example, a suburb to promote population growth (but not population cap) and gold. Or a ore processing plant to provide a boost to production tiles with X or more production (almost certainly mines/quarries/manufactories). A hadron collider could provide large boosts to science. There are many options here.
1. Allow all to build unique improvements
2. Make compatible with Pyramid wonder.
3. Make compatible with Liberty social policy that grants a worker.
In other words, fully intergrate all T2-T4 workers with the game.
Tier II I think would be fine at 125% and same movement... tier iii and tier iv would get 3 total movement.
Tier IV should instead be ~175% rate but zero upkeep (technically, free units still cost 4[forums.civfanatics.com]). Modern robotics are mostly just assembly replacements .. the general robotics you need to replace workers are coming .. and they are cheap, but slow.
-- but I'm not convinced about balance yet.. this mod favours tall play style