Am I the only person who doesn't chop?

SmartMuffin

Chieftain
Joined
Nov 9, 2005
Messages
97
It seems to me that almost every strategy discussed on this board makes very liberal use of the worker-chop. Whether it's to get the first settler, the Oracle, or a military conquest unit.

However, of the three main resources (food, commerce, production), production always seems to be the most lacking in the vast majority of my cities. Forest tiles seem to be plentiful in game, hills not as much. Removing a +1 production modifier from a tile for a +30 bonus when there are some 400 turns left in the game just seems odd to me, especially when, after the discovery of Replaceable Parts and Railroad, you can then add another +1 prod and +1 com to the tile.

Am I completely insane? Can someone please explain to me why chop-rushing is worth it?
 
I generally use it to:
- Claim more resources earlier (--> more happiness & health & good tiles)
- Claim better cities initially (--> more production & food potential)

Both help maximize my theoretically possible research speed. Thereby getting earlier to technologies that increase research speed & production even more. Etcetera.

In essence, the whole idea (i.m.o.) is that you aren't losing production at i.e. 1.000 AD because you have i.e. 5 more cities at that time or you are 10 techs further in the tree (thereby getting i.e. factories already). Etcetera.
 
Could you expand on that a bit?

I'm not really a number-cruncher when it comes to this game, but the idea that a few settler-chops is going to get you 10 techs ahead seems a bit far-fetched.

Furthermore, factories are a % modifier. If you've only got 10 hammers in your city radius, that's a whopping two hammers. By the time you can make factories, you can also make lumbermills, so those two hammers you earn from the factory could be replaced by saving only one forest tile.

I'm not trying to argue and say that chopping is bad. I really want to believe it is good, I just don't see how. I play against AI (not multiplayer) usually on Noble or Prince, and rarely do I have any difficulty in maintaining a superior research rate.
 
Choprush is worth it because you get at huge advantage at the beginning. The price for it is a small disadvantage in the later game, however the beginning of the game is the most crucial phase, advantages generated here will muliply over time like Quantum7 already described.
 
I was turned off by the idea of chopping at first, but once I tried it I couldn't go back. I don't think out-expanding the AI on Monarch would be possible with out it.
 
I am selective of what I chop, and I chop to rush early workers, settlers, or wonders. Sometimes it's better to chop for example a forest sitting on a river grassland tile where you can put a farm or cottage. When playing on higher levels or multiplayer (where 400 turns is unlikely) you will see the necessity of chopping :)
 
In essence chopping allows you a way to increase your development speed above the maximum you'd have without chopping.

And i'm not talking about a few settler-chops. I'm talking about a strategy focussed on getting the essential things you need out as fast as possible.

Examples:
- Chopping a settler to get that extremely good city sites that's right next to that AI).
- Chopping a library the minute Writing comes available, so you can get that great person 10-13 turns earlier. For i.e. a 50% academy.
- Chopping 2 additional workers at the start so you can both improve your lands while you're chopping / building settlers.
- Chopping the Pyramids to get the +3 Happiness so that you can increase your city size (in case you don't have enough resources) + get a great engineer for i.e. Hanging Gardens / Great Library.
- Chopping the Oracle to make sure you win the Oracle race (i.e. when you have no marble available).
- Chopping a few axemen to protect your cities because you claimed 3-4 top notch cities.
- Chopping a obelisk to expand your culture 10 turns earlier.
- Chopping a granary to instantly maximize your city growth.
- Chopping a wonder when you have no other ways left to increase your research speed. (i.e. Greath Lighthouse)

In general my strategy works like this: I try to keep on maximizing my research speed. I do that by maximizing city population so they can work as many tiles (preferably cottages) as possible. To do that I need to maximize happiness and health. To get maximum health & happiness I need to get more cities to get more resources and I need to have workers to improve those resources. To get those good cities I need to chop settlers.

Note 1: Sometimes getting Pyramids or Drama or Monarchy is more important for growth; but even for those chopping helps.
Note 2: Maximizing your capital's potential is very helpful, mainly due to bureaucracy.
 
Chopping a forest is nothing like losing a hammer for the entire game. On hills you're generally better off with mines than leaving it as unimproved forest for half the game. Even with railroaded lumbermills you're generally only going to be level production with railroaded mines. On a river you'll get an extra commerce by going with the lumbermill, but it's late in the game and you've lost a lot of hammers by leaving the tile unimproved for so long. On flat land you're almost always better off with some combination of farms and workshops. The only exception is tundra, where I will almost always preserve all forest tiles. There are occasionally health arguments for preserving forest, but again this is rarely an issue.

A big chunk of extra hammers is the early stage will often secure you an important wonder or a early settler to grab a good city site. This far outweighs the small health penalty and loss of one commerce per forested river tile in the late game.
 
MrCynical said:
A big chunk of extra hammers is the early stage will often secure you an important wonder or a early settler to grab a good city site. This far outweighs the small health penalty and loss of one commerce per forested river tile in the late game.

It all depends if the city can grow fast enough, I find a heavily forested city gets stagnant pretty quickly due to the one or 2 food over tiles that could be producing 4. Or cottages which becomes TOWNS which is huge commerce, not one! The only time I will l leave a lot of forests if there is sufficient growth or the forests are on useless tiles such as tundra.
 
I think Quantum's quote hits the bottom line. Especially getting that great 2nd or 3d city instead of the AI makes all the difference.
But chopping could also be analysed from standard economic theory. $100 today is worth a lot more than $100 in the future. So 30 or 60 hammers in the year 2000BC is worth a lot more than that few extra hammers in 1600AD. Still I have the same feeling as smartmuffin sometimes and just can't resist leaving a forest here or there.
 
My point is that in the early game, your cities are not very large and typically, do not have much production avalible in their radius. I understand that it's important to get that Settler or that Wonder, but what you guys seem to be failing to mention is that after the chop, you take a hit.

Say in your capital you're going Worker-Warrior-Warrior-Settler-Worker-Oracle. Well if you chop the Settler and the second Worker, that's two less hammers you have avalible to build the Oracle, and literally EVERYTHING ELSE you build after it. For the whole game. The forest is gone forever, you can't get it back, and there are no other practical (I really hate workshops, and watermills come late) ways to get production out of non-hill terrain.
 
I only chop when I want to build an improvement on a tile. One major drawback of early chopping is that it costs workers. So first one has to pay a loss for building those workers.

Usually I leave my forests for last and hope that they will spread. It is better to cut down jungles first to keep your city healthy.

I am playing on Emperor and there is really no need for an early chop. Actually I oppose to it, as I the disadvantages (more workers, more unhealthiness, long term production loss) are severe. For reverence: I usually end up with about 1 worker per 2 cities.

Even when building a wonder there is no need, as you can always take the money when you lose the race.
 
SmartMuffin said:
My point is that in the early game, your cities are not very large and typically, do not have much production avalible in their radius. I understand that it's important to get that Settler or that Wonder, but what you guys seem to be failing to mention is that after the chop, you take a hit.

Say in your capital you're going Worker-Warrior-Warrior-Settler-Worker-Oracle. Well if you chop the Settler and the second Worker, that's two less hammers you have avalible to build the Oracle, and literally EVERYTHING ELSE you build after it. For the whole game. The forest is gone forever, you can't get it back, and there are no other practical (I really hate workshops, and watermills come late) ways to get production out of non-hill terrain.

Don't forget city specialization. In general only a few cities should be focussed on being good in production. All others are cottage centered with just enough production to build very minor things.

This is especially true for the capital. With bureaucracy I generally want it to have as many cottage tiles as possible as the 50% bonus from bureaucracy is one of the few bonusses that works multiplicative. And production in your capital generally isn't extremely essential that early as you can chop whatever you *really* need in your newer cities. (besides, forests aren't very good that early anyway)

Finally, for not very large initial cities, 2-3 hills often is enough to 'service' them. As they also need food squares to support those hills.
 
Say in your capital you're going Worker-Warrior-Warrior-Settler-Worker-Oracle. Well if you chop the Settler and the second Worker, that's two less hammers you have avalible to build the Oracle, and literally EVERYTHING ELSE you build after it. For the whole game. The forest is gone forever, you can't get it back, and there are no other practical (I really hate workshops, and watermills come late) ways to get production out of non-hill terrain.

Duh no I go with something like Worker-Worker-Settler-Warrior-...-Library-Do research with cottages. Build wonders with choprushing in one of your other cities where you dont need library so much and have more forests left for chopping. So that isnt two less hammers for the whole game because cottages is the way to go anyway.
 
Andraeianus I said:
I only chop when I want to build an improvement on a tile. One major drawback of early chopping is that it costs workers. So first one has to pay a loss for building those workers.

Very true. This is often forgotten. This is why I tend to chop extra workers so I can both chop & build improvements. After a few more chopped workers it starts becoming pure gain (other than the extra upkeep).

Andraeianus I said:
Usually I leave my forests for last and hope that they will spread. It is better to cut down jungles first to keep your city healthy.

If you're trying to maximize growth it (in most cases) isn't very interesting to cut jungle's as there are much more important things to do with workers. Jungle's don't give that much -health and only a few older non-jungle cities should be near to their health maximum anyway. It'd be much cheaper to simply claim another health resource or not to build so close to so much jungle.

Basically you're trading a worker chopping a forest / building a productive improvement for a worker chopping a jungle.

Andraeianus I said:
I am playing on Emperor and there is really no need for an early chop. Actually I oppose to it, as I the disadvantages (more workers, more unhealthiness, long term production loss) are severe.

It's not necessary to chop to win games (although an emperor start without chopping is slow......). However, my argument is that it's (in general) much more effective to do it strategically.

In your case, I'd wager that you could have done even better with chopping.

Andraeianus I said:
For reverence: I usually end up with about 1 worker per 2 cities.

I tend to get close to 2 workers per 1 city, without even building many roads ;). But that's with pretty large cities, hence alot of improvements.

Andraeianus I said:
Even when building a wonder there is no need, as you can always take the money when you lose the race.

This sounds like you're building a wonder just because you can, not because you need it for your strategy.

Either I need the wonder for my strategy or I don't need the wonder for my strategy. If I need the wonder I make sure I get it. Chopping is very useful then. If I don't need the wonder for my strategy than I generally don't bother building it unless I need the money for my strategy. Then I could very well put a few chops in it to maximize money output.
 
SmartMuffin said:
My point is that in the early game, your cities are not very large and typically, do not have much production avalible in their radius. I understand that it's important to get that Settler or that Wonder, but what you guys seem to be failing to mention is that after the chop, you take a hit.

Say in your capital you're going Worker-Warrior-Warrior-Settler-Worker-Oracle. Well if you chop the Settler and the second Worker, that's two less hammers you have avalible to build the Oracle, and literally EVERYTHING ELSE you build after it. For the whole game. The forest is gone forever, you can't get it back, and there are no other practical (I really hate workshops, and watermills come late) ways to get production out of non-hill terrain.


For a city that is in non-hill terrain, leaving forests for production is not efficient until you get lumbermills. You could make better use of that city by chopping key buildings, and making it a research city (cottages), or a Great Person factory (farms). And later in the game, the GP factory city can easily be converted into a production powerhouse via the specialists. It took me a long time to discover / accept this, but it does work.

With the changes in patch 1.52 (forests give .5 health instead of .4), I generally leave 2 forests or none at all. This depends larglely on the other tiles, of course. Like you, I dislike worksops, so I never build them.

The biggest point is that a forest is not efficient for production until lumbermills, and lumbermills come too late to make a significant difference. Both specialists and commerce are more powerful than a forest, so it makes sense to convert the forests into immediate hammer gains, and convert the tiles to specialists or commerce. I am at work, so I cannot really get into a mathematical example for you, but I have seen the math in other posts.

I hope this helps explain the reasoning to you.
 
I usually don't chop grassland forest w/o fresh water. 2 food 1 prod is just fine as it is.

But I don't hesitate to chop plains / hill / tundra forests. Because they provide only one food, so my city won't utilize that tile anyway. I count possible number of 1 food tiles the city can support and chop down excesses.
 
SmartMuffin said:
My point is that in the early game, your cities are not very large and typically, do not have much production avalible in their radius. I understand that it's important to get that Settler or that Wonder, but what you guys seem to be failing to mention is that after the chop, you take a hit.

Say in your capital you're going Worker-Warrior-Warrior-Settler-Worker-Oracle. Well if you chop the Settler and the second Worker, that's two less hammers you have avalible to build the Oracle, and literally EVERYTHING ELSE you build after it. For the whole game. The forest is gone forever, you can't get it back, and there are no other practical (I really hate workshops, and watermills come late) ways to get production out of non-hill terrain.

This just isn't true. It would only be true if you had, say, 2 forests in your city radius (pretty rare) and you chopped them down. But even then it's not really true because if you have Bronze Working you have Mining, and mines have the same effect as a forest. And IF I only had a couple forests, I would be much more particular about if/when I chopped them. But usually there are several forests, meaning that you can easily get a Settler out before the AI, giving you a leg up which can last the entire game. And no, you didn't "take a hit" because you can either 1) move that laborer to any of the other forest tiles, or 2) build a mine on a hill and get the same bonus you would've gotten with the forest - except now you're +30 hammers.

In other words, there's more than 1 forest tile to go around (in 90% or more of your cities) so chopping one or two doesn't have the dire consequences for "everything else you build after it." Besides, your food production will only support so many people working forests, and that number won't be very high early in the game. Your fears would only be valid if you needed THAT FOREST TILE every turn after you chopped it, which never happens - and if it did, that would be a rare case where you wouldn't want to chop. In other words, as long as you have more forests than people available to work them (which will be true for the first 1/3 to 1/2 of the game, usually) it doesn't matter if you chop 1 or 2. You would only be losing production if you had, for example, 5 forests and 5 people you wanted to work them, and then cut one down - except this loss would be negated as soon as you built a mine.
 
SmartMuffin said:
It seems to me that almost every strategy discussed on this board makes very liberal use of the worker-chop. Whether it's to get the first settler, the Oracle, or a military conquest unit.

However, of the three main resources (food, commerce, production), production always seems to be the most lacking in the vast majority of my cities. Forest tiles seem to be plentiful in game, hills not as much. Removing a +1 production modifier from a tile for a +30 bonus when there are some 400 turns left in the game just seems odd to me, especially when, after the discovery of Replaceable Parts and Railroad, you can then add another +1 prod and +1 com to the tile.

Am I completely insane? Can someone please explain to me why chop-rushing is worth it?

Well, first of all, you only get the +1 production if your citizens are actually working the tile. So if there are better tiles to be worked, you may not be getting that +1 anytime soon (or at all). Especially depending on difficulty level -- you hit a pretty early happiness limit on the higher difficulties, so you're only going to be working a handful of tiles until AD. If you have 2-3 hills, those are going to be more productive earlier, and you're not going to be able to work more hammer-dominant spaces that early anyway.

Second, getting 30 production early has a cumulative effect. Say you're building a library, if you chop a forest instead of working it, you get that library several turns earlier (if it's your first library, probably 15-20 turns earlier). That's several turns of increased science, giving you an edge on getting the next Wonder, worker improvement, military unit, whatever.

Third, you have to take into account that the forest can be replaced with something else. If you want to take the long view, a cottage will eventually give 6-8 commerce (and 1 hammer, under US). You're better off taking a tile with 8 commerce and gold-rushing your production than you are with a 1 production tile. Or you can replace it with a farm. If you find yourself short on production, you can chop 2 forests and replace one with a farm, the other with a workshop. You'll get more production earlier, and by the end of the game this will tie for production and possibly on food. Plus, as noted above, you get that Wonder done, get your settler out earlier to claim a better spot, or conquer your neighbor by outproducing him in military.

Finally, maybe this goes without saying, but you don't have to chop inside your city's radius. It gives diminishing bonuses the farther out you get, but +15 hammers is still pretty significant in 3000 BC and doesn't cost you anything.

This isn't to say I support an always chop mentality. Honestly, the biggest penalty I see to chopping is that you have to tech to bronze working to do it. Depending on your other plans and your starting techs (i.e. if you don't start with mining and you're trying to get an early religion), that can come at a high price if you want to do it early.

There's also the health limit to be considered on higher difficulties. Especially in circumstances like an OCC, where health is a severely limiting factor, it's usually worth keeping some forests around. Like everything else with C-IV, you have to examine your position and determine the best strategy from there. There isn't an always right answer. Always chopping is just as foolish as never chopping.
 
He guys, a world with beautiful forests is far more beautiful than some bare terrain! Don't forget we are playing a game in which we shape a civilization the way we want it to be. I rather play a game in which I build a beautiful civilization instead of using all kinds of exploits in order to get some extra points on my end score...
 
Back
Top Bottom