@ Opies - many players, including myself, see growing a city beyond size 6 VIA FOOD as a waste in most cases.
the reasoning is as follows: you can grow a town (until size 6) with 20 food - or 10 food with a granary. but it takes 40 food - or 20 with a granary - to grow one pop point for a city.
therefore, it must be cheaper to have some <= 6-towns build WORKERS at a food cost of 10 each, with a granary, and MERGE those into the cities to grow them until size 12.
there are a few points to add to this:
+ if you enjoy such an abundance of food that you can as well run a worker factory and use even more excess food to grow cities via food, youll do that of course.
+ you would hardly ever join workers to farms, at least not in the earlier game.
+ if you have very little food in your core though, the worker production will not suffice to have the land improved AND you can use that pop migration function of workers.
+ in general, the same logic applies with fast growing towns and slow growing towns.
+ in practice, it will still always be a mixture of both ways to grow your towns/cities.
one of the first articles i read on these boards (i think sth like "workers fully explained") was about the perception of workers not so much as units but as population that is kind of "stored" in the working force. practically they are migrants to be used wherever they are most useful, either in the field or in other towns/cities.
i did not fully understand that concept back then, but now i regularly apply it for good use. in many games, i run 1 or 2 worker factories and always keep the shield production on a maximum, at 0 food surplus. wherever i have good extra tiles to work, i will join the next worker in. if there is no good tile yet, the worker will improve one first, and merge in then.
templar_x