Middle-end game problems.

No. But the automated workers tend to build tradeposts everywhere right now.

But if you're playing on Emperor, controlling your workers is sort of expected :p It would be like playing Warcraft 3 without retreating damaged units.

yes but that's something different :P
controlling 10 workers is kinda boring but ok i'll give it a go
 
It's not, provided you spend your first three policies on Piety+Organized Religion+Theocracy. Extra happiness plus a likely 10 turn GA before even reaching the Medieval Era can be huge.

Can be huge... but is it bigger than what the other trees offer if you were to take them instead?
 
yes but that's something different :P
controlling 10 workers is kinda boring but ok i'll give it a go

I might be doing it wrong, but I generally only keep 1 worker per 3 or 4 cities (depending on distance mostly). I favour harbors over roads where possible and after a couple of tile improvements they're only needed intermittently.
You capture lots of them in wars, and if you've got an urgent need then it's generally fairly easy to grab one or two from a non-friend CS or a barb camp. I use those to rush through any roads or backlogs of improvements if I've expanded too quickly, then I sell them all back for a neat little cash injection (keeping just my limited ratio of 3:1 or 4:1)
 
in addition to the above poster, this is quite possibly where a lot of the extra money that you may feel you're expecting is disappearing to.

Is it nessecary to improve every tile of your city eventhough they don't work on it? If you make like 10 trading posts but in the interface of the city you only see 3 of them worked on, than those others are useless no?
 
Is it nessecary to improve every tile of your city eventhough they don't work on it? If you make like 10 trading posts but in the interface of the city you only see 3 of them worked on, than those others are useless no?

yes, they'd be useless until you grow enough citizens to use them. it may be worth having an exra mine/farm or two if you want to switch focus, but having 15 improved tiles in a size 5 city for example, is a waste of worker turns, and with workers costing as much as military units, there's no sense keeping around so many. In addition, the extra benefit of improved tiles is low (compared to some people's reference), especially early game, thus it's not a huge loss to be working unimproved tiles for a few turns. a handful of workers is all you need, far fewer than it was in civ 4.
 
I try to have 2 workers/3 cities in the early game. Hopefully one of these will be captured, later on almost all workers are captured.

Workers can bop between your cities for improvements, and if you accidentally have a tile worked that's not improved, it isn't the end of the world for a few turns. I like to get 2-3 tiles improved in most cities quickly, then as needed... it doesn't take a worker/city to keep up.
 
the hardest part on the higher levels is carving out enough territory to build your empire. once you've done that science focus is key. freedom is great b/c you get 1/2 the unhappiness with specialists, and as stated all your puppets go into specialist overdrive when you are unhappy as a civ.
 
Its also cheaper to build lots of improvements with lots of workers in the early game when unit upkeep is low, and then disband the workers. The only thing you need significant workers for late-game is railroads, and then 1 or 2 for coal mines, oil wells and aluminium mines.
 
Build the coliseums. Extra happiness will eventually mean extra population, extra science, extra money from a trade route, and an extra tile worked. Once they're done you can start to get happiness from policies and your empire can take off.
 
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