Maybe this is not a good example, since there are 2 warriors defending a 9 str capital vs. your 3 horsemen and a GG. Not much to defend from, especially not with workers.
Kyoto got a GG himself, with his UA, if I end turn that allows him to attack 1st, I would need to absorb twice as much damage, possibly losing units. Thus not allowing his units to attack was important. I was using normal Iroquois horsemen on Deity...not a UU, nor Chinese one. Didn't plan on rushing him, only did so after he war a CS far away, caught him with his pants down...he had lots of army as you can see from the final pic when he try to recover.
Captured worker block takes defending units out of play, except for range attackers. When planning the attack in those situation, station the army to take out the defender's range units 1st turn in. After gaining the 1st city, you can pick apart other type of defenders on open field one by one.
You're also paying maintenance for those workers.
I don't see this as an effective strategy. However, the idea of using workers to bait enemies away from a strong defensive position (or just a better tactical position) I think can still be used to good effect. Especially if you know you can capture the worker back again.
Yes, I agree bringing our own workers to war is costly (maintenance). But I am just illustrating what workers caught during war can help for 1, or 2 turns. Thus effectively only paying for ~5 gold.
I'm not really sure I follow; capturing a worker doesn't use up your attack, and it doesn't use up any more movement than moving through the tile would, and workers don't project zone of control.
I don't think the AI would have done anything differently even if your workers hadn't been there.
The 2 AI warriors would attack my units on flatland/hill 2 tiles away from the city if the path is clear.
I also don't get the block idea. You can cap and still attack normally.
If no block, then the AI is allow to attack me first when I try to station my army 2 tiles away from his capital. There are advantage of setting up army 2 tiles away, give horsemen the ability to attack city, and move away, allowing the next horsemen to attack consecutively within 1 turn.
By using the captured worker, the defender cannot get to the attacker's unit in 1 turn. Effectively allowing the attacker to ignore defender's unit outside of the city, and focus the attack on city.
Also, I've seen the AI disband captured workers. They move on then worker icon is gone, no chance to recapture it. I dunno if they attacked it, disbanded it, or gifted it.
Workers caught during war was his to begin with anyways, so don't think of it as a lost. Plus I couldn't grow fast enough for worker improved tiles that early on, thus decided to use captive workers this way for a good tradeoff. If the defenders (AI) didn't steal it back, I disband them the turn their job is done.