Also what classes as "micro" management and what is just, like, normal management differs from person to person - spending 10 minutes per turn even in the early game is perfectly normal to some
It is definitely the case though that taking more time to manage the details of your empire and army will give better results, on any difficulty level. What else is Civ if not a game of managing the details?!
So I'm not sure about defining micromanagement or saying what level you need it, but I will stick my neck out and say I don't believe on immortal it's possible to win consistently without using one particular piece, namely slavery.
...I play noble and turn on worker automation once I have about 8-10 of them...
I don't really whip at all. It doesn't seem worth it to me
If you don't like micro managing workers, slavery is the civic for you! Smaller cities means fewer citizens working BFC tiles, means fewer tile improvements needed, means less worker micro.
Slavery is usually far more efficient at producing
than growing a city onto
tiles and just working those, plus as Tristan said you get the hurried thing now instead of later.
E.g. simple case of a city with 1 food special and no other tiles worth mentioning, it can whip 2 population down from size 4 to 2 and regrow every 5 turns or so, which means 12
per turn. Add in a grass farm or two and you can be whipping axemen every 3 turns for 20 base hpt. Just think about how large a city would have to get working food and hills to match that, even if the map had the tiles available (which it won't).
I used to stress over the amount of micro involved in slavery, but it's actually not bad if you don't get into the real subtle details of queue management and judging the exact point at which to crack the whip, all of which can eke out even more gains. Plus I realized that micromanaging the workers and city growth and
problems and all that to grow huge hammer cities was even more effort