I'll expand on Obi's post.
Indeed, you buy a curse turn 8. At this point, you haven't gotten rid of any estates. That curse is just going to make it a bit harder to have a smooth deck. You should really only do that trick if you can draw your deck most of the time.
What do worker's villages do for you? Give you buy. Why do you need buy? Well, buy is nice with apothecary, because apothecary is cheap and costs a potion, so if you hit 7p you can buy apothecary/$5 card. Also, in some decks you'll want to buy coppers for your apothecary.
But really, your worker's villages hurt you. Every time your apothecary "sees" a worker's village, that's one less chance to pull a copper.
Apothecary/ambassador, in general, is not going to be that useful. Apothecary wants coppers. Ambassador is for getting rid of your estates+coppers out of your deck and giving them to your opponent. It's feasible to try to use apothecary against your opponent's ambassador, since he is giving you coppers to draw.
Obi mentions scrying pools. Scrying pool is very strong with ambassador. If you win the ambassador war (and your opponent didn't buy ambassador, so you win) you can get your deck down to a couple of gold, some scrying pools, some actions. (Here, worker's village would actually help a lot.) With grand market as a great source of +$ action, you can draw your whole deck and have lots of $. See
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