A more typical example, taken from
ALC 4
I like this example, because it serves to illustrate a number of different aspects of the GP farm:
Good: Three big food bonuses. Also cows on the grassland. Note that this means at size twelve, you can be running
eight specialists. Yahtzee!
Bad: Water tiles - you can't farm water. The ideal GP farm has a river running next to the city. Of course, if you have a lot of river, there are opportunity costs to consider.
Good: flat green tiles. Each of those is worth another specialist post biology. Taken in pairs, they are worth half a specialist each pre biology.
Bad: cottages. It may be a tempting way to use the grassland, especially when you don't have any GP slots left to fill, but they should get farmed over. Yes, it's painful to farm a town. You'll get over it.
Good: Slots - Note that he's been pounding religions in here to hire priests. Shrines are a lovely fit with a GP farm, as they give you "free" slots, but failing that Angkor Wat and Cathedrals can also help on that score. Oxford, Wall Street, and Ironworks also have slots available.
Production: notice that he's getting more production from the specialists (8) than the tiles (6). All praise the Angkor Wat. The mine is OK, most of the early and middle game you don't work it. Here, it's making a nice contribution to the production of the grocer, but note that he's wasting a specialist to do it. He could instead toss in a windmill and run stagnant at size 22 (wise, at least until the health clears up).
Health: the usual problem in a GP farm, since Globe Theatre is a good fit for "city with huge amounts of food".