Good point. I had forgotten about the movement turns. Thanks for correcting me! That said, I still think it could be worthwhile to lose a couple of worker-turns in order to get six extra turns of mine productivity. When I mentioned stacking workers in my last comment, I meant actually grouping your workers together and assigning orders to the whole stack. The problem with this comes from the remainder that is left when you divide up the work. For example, if it takes twelve worker-turns to mine a hill, then a stack of two workers can do it in six turns. No lost worker-turns, no muss, no fuss. (Except for the lost movement turn that I forgot earlier....) However, if it takes fifteen worker-turns to farm a grassland, then a stack of two workers will finish the farm in eight turns. When the farm is finished, one worker will still have a turn to do something. However, because he is stacked with the other worker, he won't do anything unless you manually break the stack and give him an order. So you wasted that worker-turn. Larger stacks of workers will lose more worker-turns. ... All of that information is great in theory, and it governs how I use workers in the early and mid-game. However, by late in the game, I often have a heap of workers with little to do. At that point, I'll automate them all. However, I should hasten to add that I always play with the "Workers Leave Old Improvements" and "Workers Leave Forests" options checked. That way, my automated workers won't pave over a Town for a Farm or something equally stupid.