I know many (me included) don't like workers micromanagement. And I thought, may be it's better to do without them? Here is a sketchup of how how it can be done.
==Workers==
No workers.
==Roads==
Each tile inside cultural borders works as it have a road (with Travel).
==Improvements==
After several turns of working empty tile, Cottage appears on it
=Cottage=
+50% food/hammers/trade rounded down
=Hamlet=
+100% food +50% hammers/trade rounded down
=Village=
+100% food/hammers/trade
=Town=
+100% food +200% hammers/trade
Resources bonuses require respective technologies.
Cottage+ improvements works after terrain and feature/resource bonuses are applied, but before civic/trait/tech/etc bonuses.
=Agrarianism civic=
+1 food -1 hammer on flatlands
=Aristocracy civic=
+2 trade -1 food on flatlands
=Agriculture tech=
+1 food on flatlands
=Mining tech=
+1 hammer on hills
=Sanitation tech=
+1 food with Village or Town
=Construction tech=
Villages and towns spread irrigation
=Work boats=
After several turns of working water resource tile, work boats appear on it
=Forests=
Villages can't grow to towns in forests.
==Pillaging==
Work boats and cottages+ can be pillaged as normal.
==Specialists==
No limits or high limits for number of specialists. That makes for the lack of workshops (assign engineers instead) and money-making towns (assign scientists/merchants/bards instead).
Probably no priests. Seriously, they are pointless, especially with religions being so different.
==Workers==
No workers.
==Roads==
Each tile inside cultural borders works as it have a road (with Travel).
==Improvements==
After several turns of working empty tile, Cottage appears on it
=Cottage=
+50% food/hammers/trade rounded down
=Hamlet=
+100% food +50% hammers/trade rounded down
=Village=
+100% food/hammers/trade
=Town=
+100% food +200% hammers/trade
Resources bonuses require respective technologies.
Cottage+ improvements works after terrain and feature/resource bonuses are applied, but before civic/trait/tech/etc bonuses.
=Agrarianism civic=
+1 food -1 hammer on flatlands
=Aristocracy civic=
+2 trade -1 food on flatlands
=Agriculture tech=
+1 food on flatlands
=Mining tech=
+1 hammer on hills
=Sanitation tech=
+1 food with Village or Town
=Construction tech=
Villages and towns spread irrigation
=Work boats=
After several turns of working water resource tile, work boats appear on it
=Forests=
Villages can't grow to towns in forests.
==Pillaging==
Work boats and cottages+ can be pillaged as normal.
==Specialists==
No limits or high limits for number of specialists. That makes for the lack of workshops (assign engineers instead) and money-making towns (assign scientists/merchants/bards instead).
Probably no priests. Seriously, they are pointless, especially with religions being so different.