Are wood chops to strong?

Interesting thing is that by chopping woods you can chop yourself a religion on turn 15 or so. You only need Mining, Astrology, stone, builder and 3 woods around your capital. Or, alternatively, you can have Pyramids this way, just change stone for desert. It might not be optimal, but it sounds like an interesting thing to test.
 
Interesting thing is that by chopping woods you can chop yourself a religion on turn 15 or so. You only need Mining, Astrology, stone, builder and 3 woods around your capital. Or, alternatively, you can have Pyramids this way, just change stone for desert. It might not be optimal, but it sounds like an interesting thing to test.
Hee-hee, it will be fun looking for the exploits. :cool:
 
Hee-hee, it will be fun looking for the exploits. :cool:

That's probably the best reason to get a Civ game early. Sure, it it'll be buggy and unbalanced, but there's so much fun stuff to find before the nerf hammer falls.
I still fondly remember the Civil Service slingshot in Civ 4 and 5, and I remember the chopping nerf in 4 when they decreased the amount of hammers you get by 2/3 until you research Mathematics. That's probably going to be one of the first post-release balance changes in VI, unless they nerf it before release.
 
Also, is there any downside for clearing marsh? I just saw it gave Marbozir 120 food (it is probably less in earlier eras). I think there is some pantheon which makes marsh useful, but other than that, it is just free food for builder charge cost, isn't it?
 
I need to play the game to see. The fact that wood chops are instant and you could generate hundreds of hammers in just a few turns is certainly powerful.
 
At least for me I love that they basically took the concept of chopping down trees and applied it to pretty much all other strategic resources. I can't offer an opinion of the exact yield as I think that'll need to be felt out, but I think the overall concept is in the right direction.
 
Removing resources are something you probably want to be doing because they can mess up your farms and districts plans.

Resources are pretty good to keep in the early game but they are not all that great later in the game.
 
Yeah Big J, chopping and tile improvement are two separate tasks.
You will probably pre chop your improvements and districts tiles as long as you wont be using the tile for working yields. Outside of your first builder (you really want to get your 3 improvements for the inspiration, or Chopping out early wonder) I see a tactic where you use the last the builder charge to chop out your next builder and pre-chop your city. I wonder if you lose production if the tile is outside your borders ? It makes sense to pre load all yor chopping to get the earliest benefit. There maybe value in waiting till you get the extra builder charges and cheaper builder policies though. It will be interesting to nut out anyway
 
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Also, is there any downside for clearing marsh? I just saw it gave Marbozir 120 food (it is probably less in earlier eras). I think there is some pantheon which makes marsh useful, but other than that, it is just free food for builder charge cost, isn't it?

There are three cases here:
1. Before the technology ? civic? allowing farm adjacency bonus of 1/2 food. In this case, a Marsh produces more food than a farm can.
2. With above mentioned tech? civic? if placed next to two farms it's equal, and so is now a no brainer to clear and farm if this is the case.
3. With an even more advanced tech? civic? if placed next to one farm it's equal, and so these now become no brainers as well.

So basically early on, unless you need the tile for a district / world wonder, leave the marsh for now, but clear later (without the pantheon)

It appears the amount given from clearing a marsh instant grows the city by 1 and leaves the food basket towards the next citizen at approx the same percentage as it was before.
 
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