ok - I'm a huge worker-chop fan, in now every game I've played- the worker-chop strategy has given me an enormous edge early-in-game that I've capitalized into a dominating (and almost not-fun) game situation.
I really need to stop playing noble... its far too easy.
But yeah - this strategy has worked consistantly, reliably, and it does make for a very fun early game - so I figued I'd share it and see what you guys think. I know there has been a lot of 'worker-chop' discussions, but I'd like to think of this as a preliminary 'guide' to making it work for you, and work-well.
Anyways, like anything- worker-chop needs to be played smart to be effective- a 'do-this-no-matter-what' strategy in Civ-IV is a recipe for failure... but, do not underestimate the capabilities of forests to bolster an early empire- and to really take full advantage of it - you don't even need to clear-cut your entire empire- a few well placed chopes can be worth their weight in gold in terms of putting you ahead during the most critical early-game stages.
The rule of thumb is simple- early in the game, a forest is worth-
2 warriors - 5 turns to completion
1 worker - 5 turns to completion
1 archer - 5 turns to completion
1/2 settler - 10 turns to completion
In my last game, I chopped exactly 5 forests around my capital (well, 3 that actually surrounded it, and 2 that were outside its radius)... I used those forests to create-
4 warriors
1 archer
1 settler
The warriors/archer were used to mount an extremely early offensive against the aztek's, who had a commanding early-game position next to 3 sea food resources... being able to come 35 turns into the game (20 for the first worker, 10 for the warriors, one for the archer) with such and overwhealming force garanteed a capture of his city (and his position). Another settler allowed me to to have 3 potent cities while my opponents still all only had one. 3 forest chops each in new two cities gave me two 2warrior/settler groups that I was able to use to set my boundaries early and block in my oppenents... then using all 3 to turn out chariots gave me overwhelming force to easily seize and capture a few japanese cities that were 'in my way' and estabilish myself as the sole controller of half of the continent (2 continent game). once my position was secure, owning 1/4 of the available productive land-mass in a 7 civ game made the rest of the game downright trivial in terms of building up normally and establishing a commanding tech advantage (realize, once you're done chopping, you have workers out earlier than most of your opponents- so you can get those hamlets started sooner (and get their commanding trade after 100 turns).
I think, total, I cut ~60% of the 40 or so forests in my starting area, leaving me plenty for health/lumbermills later in the game.
Now, granted - in this situation I got lucky - I started next to horses, so chariots were immediately available - and the Aztec's were close enough that I was able to basically get a 'free city' (and knocked out opponent) early in the game... But either way, the strategy stands- 45 shields early in the game can be a huge boost if used wisely.
The second part of the chop-strategy comes down simply to 'what to chop'... My rules of thumb are -
Hills first- A hill with a lumbermill and a hill with a mine produce identical production, minus the health benefit - but mines are available several eons earlier - meaning you can harvest that production MUCH sooner... So at least in my cradle, I care more about getting access to those sheilds a few hundred turns sooner than I do that extra half point of health. Not only does chopping a hills/forest give you the 45 sheild bonus initially, but you get the extra production per turn for hundreds of turns until lumber-mills come about... I'll take all that extra production over a half point of health any day.
Second- I chop river-side forests... the reason for this is simple - river-side tiles are just more flexible, between farms (early in the game), watermills (later) - you can just do more to wramp them up than you can other plains/grassland squares until very late (biology).
Between hills and river-forests, I usually have plenty to keep me going. obviously forests that are outside of where I believe me city ranges are good targets as well - keeping in mind where you eventually will be placing cities as to not 'rob peter to pay paul' so to speak.
Now - I've given you this one game situation- but there are other commanding situations where a few well-placed chops can be a serious boost-
A - new cities... just built a road to a new city? have your worker take 4 turns and chop nearby - those shields can used to A- either create a strong defensive unit (or two warriors) if your living dangerously and created the city undefended or B- Create another worker and get started improving that city IMMEDIATELY, freeing up your other worker to go back and keep improving your capital/whatever... generally I shoot for a worker first, and then if the city needs more shields (for expanded defence, EG) I use the cities new worker to chop a second time... 1-2 chops=30 turns saved getting a worker/defensive unit to the city... worth the 1 health point imho)
B- Wonders - need a wonder fast? Worker chops are worth _90_ shields if your wonder production is already boosted from stone/marble access... that's a lot of shields, and makes for a very quick wonder. Use wisely though - this is a very easy way to end up clear-cutting your starting territory.
Now - again, in all of this - don't over-chop... That health IS worthwhile, and a lumber-milled Forest on a plains/grasslands tile will never quite be as well rounded as anything else (grassland/lumbermill's are especially nice - those 2 food for self-sufficiancy are key.. plains/lumbermill's are only somewhat useful, 1 food won't help the cities population nearly as much). Plan your chops carefully - and always work with a specific goal (military/domestic) in mind.
Oh - and don't bother chopping after the city can naturally build as fast as the chopping can...
So there - so far this strategy has made every noble game I've played an obscene cake-walk past 0 AD... The ability to put yourself in a commanding game position while your opponents are are all just founding their second city lets you A- dominate the portions of the map you need to and B- gives you an industrial base to overwhealm any early opponent with sheer numbers, even before you have a technology advantage.
Use it wisely, grasshopper
I really need to stop playing noble... its far too easy.
But yeah - this strategy has worked consistantly, reliably, and it does make for a very fun early game - so I figued I'd share it and see what you guys think. I know there has been a lot of 'worker-chop' discussions, but I'd like to think of this as a preliminary 'guide' to making it work for you, and work-well.
Anyways, like anything- worker-chop needs to be played smart to be effective- a 'do-this-no-matter-what' strategy in Civ-IV is a recipe for failure... but, do not underestimate the capabilities of forests to bolster an early empire- and to really take full advantage of it - you don't even need to clear-cut your entire empire- a few well placed chopes can be worth their weight in gold in terms of putting you ahead during the most critical early-game stages.
The rule of thumb is simple- early in the game, a forest is worth-
2 warriors - 5 turns to completion
1 worker - 5 turns to completion
1 archer - 5 turns to completion
1/2 settler - 10 turns to completion
In my last game, I chopped exactly 5 forests around my capital (well, 3 that actually surrounded it, and 2 that were outside its radius)... I used those forests to create-
4 warriors
1 archer
1 settler
The warriors/archer were used to mount an extremely early offensive against the aztek's, who had a commanding early-game position next to 3 sea food resources... being able to come 35 turns into the game (20 for the first worker, 10 for the warriors, one for the archer) with such and overwhealming force garanteed a capture of his city (and his position). Another settler allowed me to to have 3 potent cities while my opponents still all only had one. 3 forest chops each in new two cities gave me two 2warrior/settler groups that I was able to use to set my boundaries early and block in my oppenents... then using all 3 to turn out chariots gave me overwhelming force to easily seize and capture a few japanese cities that were 'in my way' and estabilish myself as the sole controller of half of the continent (2 continent game). once my position was secure, owning 1/4 of the available productive land-mass in a 7 civ game made the rest of the game downright trivial in terms of building up normally and establishing a commanding tech advantage (realize, once you're done chopping, you have workers out earlier than most of your opponents- so you can get those hamlets started sooner (and get their commanding trade after 100 turns).
I think, total, I cut ~60% of the 40 or so forests in my starting area, leaving me plenty for health/lumbermills later in the game.
Now, granted - in this situation I got lucky - I started next to horses, so chariots were immediately available - and the Aztec's were close enough that I was able to basically get a 'free city' (and knocked out opponent) early in the game... But either way, the strategy stands- 45 shields early in the game can be a huge boost if used wisely.
The second part of the chop-strategy comes down simply to 'what to chop'... My rules of thumb are -
Hills first- A hill with a lumbermill and a hill with a mine produce identical production, minus the health benefit - but mines are available several eons earlier - meaning you can harvest that production MUCH sooner... So at least in my cradle, I care more about getting access to those sheilds a few hundred turns sooner than I do that extra half point of health. Not only does chopping a hills/forest give you the 45 sheild bonus initially, but you get the extra production per turn for hundreds of turns until lumber-mills come about... I'll take all that extra production over a half point of health any day.
Second- I chop river-side forests... the reason for this is simple - river-side tiles are just more flexible, between farms (early in the game), watermills (later) - you can just do more to wramp them up than you can other plains/grassland squares until very late (biology).
Between hills and river-forests, I usually have plenty to keep me going. obviously forests that are outside of where I believe me city ranges are good targets as well - keeping in mind where you eventually will be placing cities as to not 'rob peter to pay paul' so to speak.
Now - I've given you this one game situation- but there are other commanding situations where a few well-placed chops can be a serious boost-
A - new cities... just built a road to a new city? have your worker take 4 turns and chop nearby - those shields can used to A- either create a strong defensive unit (or two warriors) if your living dangerously and created the city undefended or B- Create another worker and get started improving that city IMMEDIATELY, freeing up your other worker to go back and keep improving your capital/whatever... generally I shoot for a worker first, and then if the city needs more shields (for expanded defence, EG) I use the cities new worker to chop a second time... 1-2 chops=30 turns saved getting a worker/defensive unit to the city... worth the 1 health point imho)
B- Wonders - need a wonder fast? Worker chops are worth _90_ shields if your wonder production is already boosted from stone/marble access... that's a lot of shields, and makes for a very quick wonder. Use wisely though - this is a very easy way to end up clear-cutting your starting territory.
Now - again, in all of this - don't over-chop... That health IS worthwhile, and a lumber-milled Forest on a plains/grasslands tile will never quite be as well rounded as anything else (grassland/lumbermill's are especially nice - those 2 food for self-sufficiancy are key.. plains/lumbermill's are only somewhat useful, 1 food won't help the cities population nearly as much). Plan your chops carefully - and always work with a specific goal (military/domestic) in mind.
Oh - and don't bother chopping after the city can naturally build as fast as the chopping can...
So there - so far this strategy has made every noble game I've played an obscene cake-walk past 0 AD... The ability to put yourself in a commanding game position while your opponents are are all just founding their second city lets you A- dominate the portions of the map you need to and B- gives you an industrial base to overwhealm any early opponent with sheer numbers, even before you have a technology advantage.
Use it wisely, grasshopper