OctopusOverload
Jun 26, 2007, 12:00 PM
Does anyone really use Lumber mills? They seem out of place, since mines work better on hills and workshops on flatlands...
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View Full Version : Lumber mills? What for? OctopusOverload Jun 26, 2007, 12:00 PM Does anyone really use Lumber mills? They seem out of place, since mines work better on hills and workshops on flatlands... DaveMcW Jun 26, 2007, 12:03 PM Lumbermills with railroads are equal to mines and workshops, plus they give an extra 0.5:health: Unfortunately by the time I get Replaceable Parts I don't have many forests left. popejubal Jun 26, 2007, 12:25 PM I often leave forests undisturbed for the health benefits that they offer. a forested plains hill gives 3 hammers. A mined plains hill gives 4 hammers. I'd often rather have the extra +1/2 health than the extra hammer per turn, especially if I have other tiles that I would rather be using. This also means I don't have to use up valuable worker time on that hill and I can get to work building farms, cottages or other fun stuff. Considering the fact that my cities rarely go above 10-12 population before I have Replaceable Parts anyway, I can easily let a few forests sit undisturbed in one of my better cities. Once Replaceable Parts comes along, I get to have some extra fun in addition to the health benefits. Napalm102 Jun 26, 2007, 12:29 PM lumbermills + railroad on the same terrain as workshops give the same number of hammers + 1 extra food (assuming you are not running state property) + health benefit from the intact forest. pooshka Jun 26, 2007, 01:00 PM if you can save a few forrest untill then, even when using state property lumbermills+workshop mixtures for your production city are really nice. Why chop those trees when you can build lumber mills? This is my philosophy. But obviously this is hard when you're chopping trees around your core cities from early game to get those buildings/units going. For me though I usually shift my late game production city from my early/mid game ones - so within my empire I usually let one city just hum along through out the game & grow population wise without chopping any forrest in its city radius untill I get lumber mills+state property, and then once I have that I immediately turn all the forrests into lumber mills and all the non-forrested tiles to workshops and once all is set, more than often it end up beating my production city up to that point (at which point I switch to bureaucracy & make that city my capital - have 1000 gold or so saved for it and you can buy palace in one turn & if you're spiritual it's a breeze) Andrei_V Jun 26, 2007, 01:05 PM Lumbermills with railroads are equal to mines I'd say lumbermills are equal to mines (on forested hills) with or without railroads. If you have RRs, nice, they'll add 1 hammer to both. A lumbermill on plains/grassland with RR is equal to a workshop, only it gives 1 extra food even without State Property. madscientist Jun 26, 2007, 01:43 PM A decent sized city with plenty of forrests (2 food/1 hammer and 1 food/2 hammers) can produce ALOT of production with mill and railroads (2/3 and 1/4). I will often put the iorn works in this city so the forrests offset the +2 unhealthiness. obsolete Jun 26, 2007, 03:59 PM Most my game seems to revolve around lumbermills. I just don't go well with workshops early because the -F problem and the depleated health issue. Colossian Jun 26, 2007, 04:14 PM Does anyone really use Lumber mills? They seem out of place, since mines work better on hills and workshops on flatlands... Lumbermill is one of my favorites. It's great. Because it gives more Hammers without hills. If you have many hills, Lumbermill is not important. Never chop Forests on a map has no hills. Andrei_V Jun 26, 2007, 04:31 PM Lumbermill is one of my favorites. It's great. Because it gives more Hammers without hills. If you have many hills, Lumbermill is not important. Never chop Forests on a map has no hills. You can build Workshops on plains or grassland, you know. After Chemistry they are as good as Lumbermills with RRs, except one less food. If you don't have hills, but still want to chop down forests, make Guilds and Chemistry your priority, for they both add 1 hammer to Workshops. You can get both techs even before Replaceable Parts. popejubal Jun 26, 2007, 08:18 PM Also, if you have a city with a decent number of forests (especially Grassland forests), then Lumber Mills turn that city into a production powerhouse with an extra bonus. When you're building the spaceship, put the piece with the longest duration in that city. When you're a few turns away from completion, build Workshops in each of those squares. (Don't chop and then build workshops since you don't want to miss out on any production.) Chopping forests is the only way to accelerate spaceship parts (or the Internet) since those are projects and not buildings. Great Engineers need not apply. Trees 4 teh WIN!!! :D Andrei_V Jun 26, 2007, 09:39 PM When you're building the spaceship, put the piece with the longest duration in that city. When you're a few turns away from completion, build Workshops in each of those squares. (Don't chop and then build workshops since you don't want to miss out on any production.) Yep. You can actually chop them down in advance, before finishing the last tech. Simply set the city to build wealth or research, and bring an army of Workers to replace the lumbermills with workshops, and chop down everything in sight outside of the fat cross. After the tech, switch to the part, and all the hammers from the chops will be accurately applied to it. With Ironworks, Lab and Elevator you only need 8-10 forests to finish in 1 turn the Stasis Chamber (from Genetics), which is usually my last SS part. Monkeyfinger Jun 26, 2007, 11:10 PM State property is pretty amazing in both Vanilla and Warlords. I always run it, making Lumbermills and workshops the same thing... only I can get a quick burst of extra hammers by cutting the forest and using a workshop. I don't use lumbermills. :/ This will change in BtS though, probably, what with the addition of late game reforesting, more reason to have forests around, and the nerf to state property. obsolete Jun 26, 2007, 11:36 PM Chopping forests is the only way to accelerate spaceship parts (or the Internet) since those are projects and not buildings. You can also use a golden age to accelerate. BTW, doesn't lumbermills also give you + 1 gold in some instances? I never paid much attention to that, as it's production my main concern anyhow. obliterate Jun 27, 2007, 12:01 AM Lumbermills next to rivers give +1 commerce OctopusOverload Jun 27, 2007, 04:10 AM Allright, lumbermills are good as long as you wait until the renaissance...I wonder why though? Lumbermills must have been around since thousands of years bc. Maestro_Innit Jun 27, 2007, 05:09 AM It's all about the food, dude. The thing with Lumbermills is that right from the word go you don't lose the food benefit. Since when you get replaceable parts, you're more than likely still growing most of your cities then the food is a massive bonus. Watermills, windmills, lumbermills, mines, workshops: they all have their place. Each gives unique combinations of :food:, :hammers: and :commerce: . You just have to decide which combination is more miportant given the terrain in your city. Personally, I save trees and don't chop much cause their health benefit is tremendous in the late game :goodjob: :health: so I find myself using lumbermills a lot. TeraHammer Jun 27, 2007, 06:51 AM I love lumbermills on forests near river. +2 gold too! JesusOnEez Jun 27, 2007, 06:52 AM VERY generally, I chop all forests in the initial 9 square city radius (no defence bonus for attacking armies), and any forests outside that (the rest of the big fat cross) will be kept for lumbermills. Also, if you have a hill poor BFC, keeping forests (especially plains) will give you much needed hammers, giving you at least some production until you can build lumbermills in them. Also there's the rail hammer bonus already mentioned. In BtS, it may be worth rethinking this strategy if you have a very flat BFC with forest and a lot of river, as the new levee (sp?) building will give a hammer for every river (or water?) tile. JimT Jun 27, 2007, 07:01 AM I love lumbermills on forests near river. +2 gold too! They have no bonus to gold, just replace the existing commerce that the forest removes. Your better off using watermills Runner Jun 27, 2007, 09:14 AM Lumbermills with railroads are equal to mines and workshops, plus they give an extra 0.5:health: Unfortunately by the time I get Replaceable Parts I don't have many forests left. Sorry to be so dense but ... Why the reference to railroads? RRs don't boost any improvement's output. Pomp Jun 27, 2007, 09:28 AM Runner, a railroad adds a 1 hammer bonus to any tile with a mine or lumber mill in it. It might affect workshops, too...I don't build them often enough to be sure. Runner Jun 27, 2007, 09:30 AM Runner, a railroad adds a 1 hammer bonus to any tile with a mine or lumber mill in it. It might affect workshops, too...I don't build them often enough to be sure. Thanks. It's nice to learn something new everyday. :lol: obsolete Jun 27, 2007, 09:36 AM VERY generally, I chop all forests in the initial 9 square city radius (no defence bonus for attacking armies), and any forests outside that (the rest of the big fat cross) will be kept for lumbermills. Seems to be something flawed in that.. expecting to have the enemy just camp right outside your capital... bluedevil99 Jun 27, 2007, 11:06 AM As somebody else mentioned, lumbermills are terrific on maps like archipalego where you have few ideal production sites and most of your hammers come from forested plains anyway. Also, for commerce city sites I tend to improve forested plains and hills last anyway (unless I need them for early chopping). Often I haven't grown enough to need those squares until shortly before replacable parts and railroad come along, and mills, RR, and universal suffrage can often give an otherwise commerce-oriented city enough hammers to pump out a few units or an SS Casing. LlamaCat Jun 27, 2007, 11:37 AM I used to chop all the forests around my early cities but I've found that strategically leaving some for the later game has really improved my play. The bonus from railroad production and health can be a game-winner under the right circumstances. And keep in mind that generally your capital and second city in the later game will really shine with high populations, using the beauracracy civic, and other things. those are your oldest cities so they will have more time to get big, and they really need the health. forests also provide an extra hammer early on, if you don't have a lot of hills around. futurehermit Jun 27, 2007, 11:38 AM tundra forests always get lumbermills in my empire. Andrei_V Jun 27, 2007, 08:13 PM It might affect workshops, too...I don't build them often enough to be sure. No, it does not. All you need for Workshops is Chemistry, and, maybe, State Property for +1 food. Heeringas Jun 28, 2007, 07:54 AM I use Lumbermills like Futurehermit, in tundra city. It can be great industrial era production city, for exp. for producing naval units. Drydock forge factory...forests balances health. Sometimes around capital or GP city in middle of floodplains I might save some forests, Riverside plain forest is good place for lumbermill...but it might be better as cottage, it depends... So tundra forests I will NEVER chop away, but other I consider...and I usually chop them away... Pomp Jun 28, 2007, 11:00 AM No, it does not. All you need for Workshops is Chemistry, and, maybe, State Property for +1 food. Thanks. I was drawing a total blank on how workshops actually work. ShredZ Jun 28, 2007, 03:07 PM Lumbermills make almost no sense. Why would you wait 3/4 of the game to finally get some decent production of of a tile? By chopping them you can rush early buildings, and by mining over them you can have 300+ turns of good hammer production, over the course of the game thats a ton of hammers more than just leaving a forest. By the time lumbermills come along I already pretty much know if Im going to win or lose, Ive never had a game where I was like 'wow lumbermills, finally i can go on to win this game!'. Plus the health loss can easily be rectified. Basically they have no redeeming aspects at all for me. With StateProperty pretty much dominating the scene, theres even less reason to keep them around. popejubal Jun 28, 2007, 04:29 PM Lumbermills make almost no sense. Why would you wait 3/4 of the game to finally get some decent production of of a tile? By chopping them you can rush early buildings, and by mining over them you can have 300+ turns of good hammer production, over the course of the game thats a ton of hammers more than just leaving a forest. By the time lumbermills come along I already pretty much know if Im going to win or lose, Ive never had a game where I was like 'wow lumbermills, finally i can go on to win this game!'. Plus the health loss can easily be rectified. Basically they have no redeeming aspects at all for me. With StateProperty pretty much dominating the scene, theres even less reason to keep them around. Well, in BtS, State Property is going to be a lot less attractive. No corporations means that you're going to have a potential handicap. Also, There's a lot to be said for Free Enterprise if you have a good economy and there are a few AI civs that also have good economies for you to trade with. If you don't like Lumber Mills, that's fine. Personally, I find that I am not going to use all of my tiles even in my capital, so leaving a few forests behind is just fine with me. I'll be working those grassland Towns, Farms and a few Mines before Replaceable Parts. Once Replaceable Parts kicks in, I'll very much enjoy being able to kick in some extra production and I especially like having a massive production city in the middle of a vast flat land just because I remembered to leave behind a few trees. It's also entirely possible to end up with Replaceable Parts before Chemistry. If you know that an opponent is going for Military Tradition, then you might want to make a run for Rifles as a counter and wait a bit for Chemistry. That means 2F, 2H for a Grassland Forest vs. 1F 1H for a Workshop. Even after Chemistry, it's 2F, 2H for Lumbermills on a Grassland Forest vs. 1F 2H for the Workshop. It's even worse for Plains. Lumber Mills are certainly not the most exciting thing that you could possibly have in a city. It think that honor goes to properly teched out Watermills or fully developed (and appropriately civic'd) Towns. Lumber Mills aren't such a bad thing to have around, though. Remember, you're probably going to have Replaceable Parts long before you get to read any of Chairman Mao's little red book. obsolete Jun 29, 2007, 05:29 AM Lumbermills make almost no sense. Why would you wait 3/4 of the game to finally get some decent production of of a tile? By chopping them you can rush early buildings, and by mining over them you can have 300+ turns of good hammer production, over the course of the game thats a ton of hammers more than just leaving a forest. By the time lumbermills come along I already pretty much know if Im going to win or lose, Ive never had a game where I was like 'wow lumbermills, finally i can go on to win this game!'. Plus the health loss can easily be rectified. Basically they have no redeeming aspects at all for me. With StateProperty pretty much dominating the scene, theres even less reason to keep them around. When you graduate to the higher levels, you will run into much greater health problems. Health is related to growth, which can cause problems getting super cities running early. Also chopping has been penalized in warlords, so it's not always wise to go chopping everything right off the bat. At least waiting until mathematics may not be so bad. Now no one is saying you shouldn't MINE over forests, but you can only build mines on hills. Mining a forest isnt so bad because you get both a chop rush, but also an extra hammer early. On the other hand, you trade off health. It can still be ok, but for flatland areas it is often best to leave forests, especially if your production is low. A big newbie problem is people chopping everything just cause they can, then sitting with hardly any hammers or health for long stretches. You can't just focus on the NOW, you MUST plan ahead if you want to graduate into the higher levels. ShredZ Jul 03, 2007, 02:34 PM Ya I completly agree that you gotta be smart with yer forests, some of them hang on for a bit, most get cut down AFTER mathmatics. But by the end of the game Id say 95% of forests are long gone, surviving forests just dont make or break the game... I would say that enviromentalism should provide all forests with +1 :hammers: or something. PS: I consistantly win on Monarch, so Im guessing that yer talking about having to watch your :health: at Emperor and above ? Quechua Jul 05, 2007, 08:11 PM If you don't have state property, keeping 2 railroaded forests in your city radius gives you +1 health, and +2 food, compared to workshops. That's potentially 3 more mines and workshops that your city can work, at the expense of some quick hammers from chopping. Food is power! Even before you get railroads, trading some production for food and health can boost the overall production of your city. And even if you have state property, the +health still helps, since your major production cities tend to have health problems. If you have to chop, chop....but don't do it automatically... :yuck: bode404 Jul 05, 2007, 08:45 PM I always leave forests on cities with low production, so they can benefit from lumbermills later. InFlux5 Jul 05, 2007, 10:57 PM Just to sum up: 1. Lumbermills are used when you don't want to lose food to a Workshop. 2. Forests (and lumbermills) may be the only source of production in some cities, so that chopping is ill-advised. People seem to be overlooking (1) as if the food didn't matter. Every city is a balance between food, production, and commerce (and specialists). Losing 1 food is unacceptable in many cases. InvisibleStalke Jul 05, 2007, 11:13 PM I like to chop forests for hammers only for very early acceleration (eg an axe rush or getting a wonder). Otherwise I leave them around until removing them is right for the city. So gradually the forests around my capital disappear as I have cottaged all the other land and secured health from somewhere else. But I am not in a hurry to chop them down - they are useful for emergency production, and for health in the meantime. Eventually my capital probably loses all its forests. But ideally my production cities don't. Lumbermills come onstream around ironworks. Running a large ironworks city is a challenge due to the multiple health penalties you accumulate. But doing it with 6 or so forests around makes life much easier. My last game had a size 18 ironworks city that used lumbermills and was able to build the late game happiness wonders in five turns (I was industrious). It still had health penalties, but coped OK thanks to the forests. arbarbonif Jul 10, 2007, 10:22 AM I'll almost always mine forested hills because of the other benefit of mines, they can create new resources. One game I had both gold and iron pop in a city on the same turn. :eek: In most games I seem to have about 4 or 5 resources show up on mined hills throughout the game. I'll also always road hills, even before railroad, just on the odd chance that if something pops it will already be hooked up. Flatland forests I hate chopping down, without a compelling reason to do so. |
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