First thing : 3 of those workers have been produced in the last 3 turns.
Second thing : Look at my improvements. I'm just now camping the Ivory, I've just now made my first cottage, I've not farmed the rice. In fact, Orleans and Lyons both only have 1 improved tile. Despite the worker overload. Road network : minimalist. All in all, I have 3 farms, 3 pastures and 1 cottage (31 turns of improvement) and some roads (21 turns) <-- you do not need 7 workers to get that.
So : I've been chopping constantly. I've whipped a little.
[There is something to be said about the farmed wine - excellent decision - but I'll leave it for later.]
Let's keep in mind that this is a forest-heavy start. On some maps, forests are a rare commodity.
The game is turn-based. If an action requires a lot of turns to complete, there are probably better options. In fact, long actions should be avoided. Even building a wonder : if you're building a wonder, you should aim to synchronize chops and whips to compress the number of turns spent to a minimum.
There are ways to make maths easy.
A worker chopping forests is : 5H/t. (This is way better than a city working an unimproved tile)
A city working 8H worth of tiles produces 40H in 5 turns. Add in a chop, that's a worker. (Conspicuously, that's a size 2 city working a 6 yield tile and a forest : Orleans, Paris and Lyons fit the bill.)
A city working 12H worth of tiles produces 60H in 5 turns. Add in a double chop, that's a settler. (And that's how I produced my first 2 settlers : double chop + 5 turns)
^ This is why my rice isn't improved, nor is my ivory, nor have I heavily cottaged. Get the workers first, then cottage.
I am now in a position to cottage my riverside between Paris and Orleans with 4 workers (2 in each city). That will be fast.
Getting the workers first make the actions faster (long actions should be avoided, remember ?). Farming the rice takes 5 turns with a single worker. With 2, suddenly, the task seems affordable.
So, this all draws into a lot of aspects :
- an economy of actions (road network)
- maximizing yields (workers chopping)
- synchronizing actions
Example : roading : the best time to complete a road to a city is : the turn before it is settled. Then, there are already workers on standby to improve the first resource.
Completing the road on the hill by Orleans before the city is settled allows to start improving the cows straight away, without wasting a worker turn in movement. The road for Lyons is completed on the turn it is settled but, the next turn, there are 2 workers improving the plains cows.
Example : chopping : If you need 5 turns + X chops to complete an item, you don't need the chop asap. It can be anytime during those 5 turns. This is especially relevant when you're growing to a particular size to start an item. If you want to grow to size 3 then chop, you don't need the chop on the first turn... you can, say, spend 1 turn with your 2 workers to complete that farm on the wine.
[sidenote on the farmed wine :
My first worker spent 1 turn in movement on the wine, waiting on Bronze Working and on its way to the 2nd corn : that's 1 turn farming the wine.
The second worker is chopped and goes towards the corn : that's 1 more turn farming the wine.
The 2nd corn is done and 1 worker has an extra movement : that's 1 turn farming the wine : the workers are now synchronized for their chops.
Now, both workers complete the farm. It's been about 30 turns, so that farm has yielded in the 60 commerce range. I would NOT have spent 5 turns farming if that tile hadn't be a "move over in transit" kind of tile.]
Example : chopping and whipping : If you want to whip a settler from size 5 to 3 with the assistance of a chop (very efficient),
Then you do need 40/100H. You don't need anymore than that if the overflow isn't needed.
Take Paris : it produces 14H/t at size 5. A chop takes 3 turns. If Paris is already size 5, it doesn't need to put 3 turns into the settler, only 2. It can spend the other turn growing, which will quicken the regrowth to size 4. (Different situation if Paris is
growing to size 5, then you do not have those 3 turns and you want to synchronize the chop to the turn it reaches size 5 or the turn after.)
Those are all ways to take quick actions. A counterexample would be spending 15 turns growing from size 2 to 6 (stored production) and then a single turn to 3pop whip a settler (not efficient).
I've had late granaries, here, detouring for Hunting/Archery but :
Granaries. There is
that phase in the game where you've chopped/whipped your initial workers/settlers and your Empire starts to look like a functional base. Well, that's the moment where most of the economy/maximizing/synchronising should go towards completing the granaries. And, sometimes, yes, that means starting with chopping workers
Maintenance and tech orders are somewhat difficulty related. I won't touch that here. I've done plenty of writing about those in other threads. Getting the workers first is also a way to delay maintenance hits (city upkeep) and hit important tech targets (pottery/writing) without tanking the economy.
I realize this is not an exhaustive answer to your question but I do hope you will find it satisfactory nonetheless.
All maps are different. There can be patterns but decisions come case by case.