Well, I suppose work is both in the sense that it is literally draining me and leaving me half-dead, but that's nothing new.
In terms of my pet project on the civ game, what I am doing is taking a ridiculously long time.
I finished detailing the map in one night when I was worried I still had half a week's worth of work left on it.
I expected adding resources to take me a single night's worth of work to plow through everything.
...Two nights in.
...And I'm not even done with Rise of Rome; I still have Fall of Rome, The Middle Ages, Age of Discovery, Napoleonic Era, and two different maps of the world to add in on top of that.
I also am considering taking a small break on it to instead play some Majesty. A few mods have come out that were really good mods. There was a quest released with three key functions. Upgrading guard towers (later at my suggestion expanded to include ballista towers and wizard towers), later released as a game mod; upgrading monster lairs, later released as a game mod (not one I'm interested in tho); and upgrading marketplaces--the mod that just released.
On top of that, you have a mod to get rid of the freakin' plague.
Plague is literally the most annoying thing ever. If it were just a debuff of stats, and/or a minor continuous sap on health a la a weaker poison, I'd be fine with it--but it slows units to a crawl. I love the concept of it spreading...but it spreads faster than you can cure it when you have a mass of units, and it can literally cause the death of your fun playthrough of the scenario because even with a team of 30 healers, a treasury full of gold, and casts of heal, it's difficult to outright impossible to purge the plague altogether.
Another interesting mod was destroyable sewers; not sure if I'll use it, but it's certainly an interesting idea that holds promise.
And then there's the faster peasants mod to augment the faster tax collectors.
All in all, lots of good quality content being made for that game and I want to take it for a spin.