In the Rise of Mankind mod ... later versions of settlers, aka colonists and pioneers, would build a new city with some basic buildings already in place.
The mod adds many more buildings and units ... so its just basic infrastructure, although getting a city automatically to that point makes it immediately useful to a degree ... instead of being a useless stretch of land with a flag on top.
One other thing I will mention however, is that large empires naturally have corruption ... I would like to think a player's refusal to continue maximization micromanagement is a nice portrayal.
If someone has only a few cities vs someone with Many, Many cities ... the advantage of having less micro goes to the smaller, more hardy nation ... rather than the gargantua of Population-stan. Or muchoLandistan.
Sure turns could take longer, would take longer in SP if someone really felt the need, but thats what turn timers are for in MP. by the way, I would like a clock turn timer option for multiplayer (its usually a must have) ... Civ 4 has a good turn timer model for it to be based upon. especially how turn 0 is quite long (you see where you start) and then turn 1-50 are fairly fast (early boring-ness) and then the turn timer slowly grows by a few seconds each decade, or something, so by turn 150 or so your at a full minute or something.
Having options for how fast the timer is ... is another good option. Civ 4 has these timers, although imo slow timers aren't needed as much, just normal, fast, and blazing ... but yea. Timers ... are a good thing. (if you have too much micro you are usually winning anyways)
now back on topic, I do think that more fun, graphical, interfaces are a must. As well as a way to respectfully automate the process. For instance, if I have a huge empire and want *stuff* but don't care in what order, I can have auto governors do stuff with at least 50% efficiency of what I would normally be able.
Also, think about this ... Sovereigns (and possibly nobles) will be able to vastly speed up the infrastructuring processes of a city, so all you really need to focus on is where the sovereign is (if your doing a builder style, for instance).
now back off topic-> its really nice how Sovereign Death leads to defeat ... on multiplayer at least, because theoretically its that "final decisive battle" mentality where people would use their sovereign, and if you lose that your kind of out of the game anyways.
Although ... I would like an OBSERVE option after you are defeated ... which enables vision of EVERYTHING all the players are doing, but disables chat. IDK ... im sure hosts can use disgression about kicking Observers which are used to cheat, although I think it would be really nice if player x was defeated, to be able to see the war unfold between y and z if he so desired.