Are Forests destined to be chop off?

Zenstrive

Ocean King
Joined
Sep 24, 2010
Messages
919
Thinking that the industry requirements for districts and wonders are huge, and the fact that builders can chop off forests and rainforest to gain industries and foods, and the fact that we need spot to put districts later, and more often than not we would need to put in tiles where forests and rainforest are

is it fateful for forests to be chopped off anyway to feed into the districts and wonder?

I haven't finished any game, btw, and been playing okay-ish as Hojo, with districts abound.
 
I've chopped a lot in the early game. And if safe you can take your builder further away and still get decent yields from the chop.
 
I usually keep one or two (preferably on river) forests for lumber mills. And a few near mountains so I can get a powerful holy district.
Any other forest gets chopped, much to the ire of the environmentalist agenda civs. I always try and save the chopping for when I need a boost- wonders, or encampment/troops if I'm going to war.

Unless you're Kongo, as I am in current game. I use them for the neighbourhoods.
Also Kongo is crazy powerful in growth. I didn't have to build a single farm until 1500s, by which point all my cities were still 15-20+ pop. In 1800s now, every city is 30+
 
wow, people can have cities above 12?
My cities barely grow to 10...
 
They can be quite handy for key wonder. It's also very nice that their yield scales over the course of the game, so chopping is even viable later on.
But keep in mind that Forests (and Jungle and Hills) now stack on top of the base tile yields, so they are acutally amazing early game spots for your citizens.

It's usually a decent idea to keep forests on rivers (particularly those on grassland hills), since they get an extra P from the Lumber Mill.
There can also be some late game considerations for the National Parks. These seem to be a quite potent option for religious/faith oriented CIVs to boost their tourism (Russia can transform lots of their Tundra!).

edit:
wow, people can have cities above 12?
My cities barely grow to 10...
The key is to grab Feudalism early and build a nice Triangle Farm (which gives +2F on each of the tiles). Then beeline towards Replaceable parts (once you are in reach of Urbanisation) and your farms get +1F per adjacent Farm. This means you'll end up with 6-8F tiles on your farmland area.
 
wow, people can have cities above 12?
My cities barely grow to 10...

I usually bee-line towards feudalism, and then pump out some adjacent farms. I also refuse to settle unless there's a lot of food nearby (wheat/rice/citrus/spice). I'm a bit of a pig.
 
They can be quite handy for key wonder. It's also very nice that their yield scales over the course of the game, so chopping is even viable later on.
But keep in mind that Forests (and Jungle and Hills) now stack on top of the base tile yields, so they are acutally amazing early game spots for your citizens.

It's usually a decent idea to keep forests on rivers (particularly those on grassland hills), since they get an extra P from the Lumber Mill.
There can also be some late game considerations for the National Parks. These seem to be a quite potent option for religious/faith oriented CIVs to boost their tourism (Russia can transform lots of their Tundra!).

edit:

The key is to grab Feudalism early and build a nice Triangle Farm (which gives +2F on each of the tiles). Then beeline towards Replaceable parts (once you are in reach of Urbanisation) and your farms get +1F per adjacent Farm. This means you'll end up with 6-8F tiles on your farmland area.

good to know, thanks,
I am just playing half-blind as Hojo, learning as I go. I compare my capital to other civ capitals and it seems my city is the right size contemporarely, and I am still top in score (King difficulty) so I wasn't worried.

So keep some forests early on, cut them off later once you have factories and power plants.
Never forget to cut them off before placing districts.
Got it!
 
Yeah, sounds about right. You really only need to keep 1-2 on rivers for them lumber mills, and if you have a good mountain spot with forest nearby, plop a holy site there. Anything else is fair game.
As said above- check the yields though especially early game. Some passive yields are really quite good and worth keeping at least for a while, until you get workshops set up.
 
What about rainforest? In Civ5 I liked to keep some around for the science bonus (and built trading posts in them when I had time). In Civ6, I don't think lumbermills can be built in rainforest, and they also don't get science bonus...so, cut them down without remorse? Of course at the start of the game they give decent tile yields, so I wouldn't remove them until I have better improvements in place.

Also, marshes...nice food yield but when is a good time to remove them? :)
 
River hill forests make for a 6 yield tile with a lumbermill. 6 yield! That's amazing!

That said, most non-river forests get chopped at one point or another. Also, stones/deer are just as viable for "chopping" as forest tiles. They essentially function the same way as forests, one extra yield on the tile and one extra yield for the improvement. They give just as many himmers.
 
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