Draetor24 said:
So, Roman...what are some strategies on which improvements to build depending on your strategy besides the obvious ones you pointed out?
What about general cities that are not going to be GP cities, but just a regular old city making improvements and if it comes down to war, units. I usually never have specified cities, I like to treat them all the same and make improvements depending on what they'd benefit from the most, and military units when needed.
To me there is no such thing as "general cities". Every cities I have is part of my Big Plan to dominate the world and have to be developed accordingly

That said, most of my cities will be commercial powerhouses, so I guess we can call them "general".
For commercial cities, I need 40 food to work all the 20 tiles in the radius. I will plan which tile to improve so I get this 40 food (using farms, fishing boats, herding, camps, etc..). Every other tile will have a cottage or a mine, unless there's a special resource of course.
If a city can hardly get to 40 food because it's lacking 2-food tiles, I will try to turn it into a production city instead. I will try to support as much production as I can and make sure there is support to work these tiles. Having 5 mined plain/hill tiles is nice for production (it generates 20 hammers) but you need 10 food to work all these tiles, otherwise they're all useless. I will plan to reach this +10 (each town starts at +2 from the free central tile.. each farmed grassland is +1 before Biology and +2 after, each flood plain is +1, +2 farmed and +3 after Biology). If I can't get to +10, I will not mine all five plain/hill. I may wait to be able to create windmills and mine only those I can support.
Supporting a food-low square is very important in fact. An extreme example, let's say you have a city with FIVE gold mines but every other square is tundra! Each tundra produce 1 food only, and your gold mines produce zero. Your city is complete crap because you can only support one gold mine. The only way you can produce +2 food to support a gold mine is at pop 1 with your only citizen working that mine (and your city will never grow).
For this, I will often farm flood plains to support 0-food tiles (or two 1-food tiles).
Anyway... Basically you need to plan your improvements based on what tiles you want to work (tiles that need support) and the plan you have for that city (production, commerce, great people). There's no golden rule to follow, as it depends on the terrain and the plan.
I also forgot to mention something about automating workers: they have no notion of urgency. Let's say you have a city that will gain one population in 5 turns, but will bust its happiness level when doing so. You need a road quick to connect this city to the empire so it will share the resources and you will gain a happiness bonus. The workers don't know that... If you don't control them, they won't have that road done in 5 turns and you'll have to slow the city growth until the road is done.
Other times, you might need to get that Stone linked to your empire, but the city also has two pigs in its radius. Will the AI link the stone 1st or the pigs? You can bet on the pigs!
Hope it helps a bit... I think I'm not very good at explaining this stuff.