Clearing forests

Sweetchuck

King
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Nov 26, 2006
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I have this little trick that I used on vanilla and it worked fine, but doesn't seem to work now.

If I settle a city later in the game on mostly (or all) tundra, I keep a couple of workers in the area to plant forests and clear them, and redo over repeatedly to get the shield bonuses to keep the town building.

I'm doing that now, and it's not quite working, most of the time the clearing of the forests does nothing (but once in a while I get the shield bonus).

Is this a bug, or is there something that I'm not considering?
 
You only get the 10 shields once from each tile.
 
NEVER chop forests in the ancient ages. Forests give a city a boost of something like 2 or 3 shields. Unless you want to irrigate on the square that there is forest don't chop it. In the industrial ages since theres railroads you can chop the forest and still have a bonus in spt (Shields Per Turn). But only if you build mines and railroads.

So when a forest produces 1-2 more spt than mined grassland you lose shield s in the long run. Even if you get 10 bonus shields you will still be losing some if you are building something that takes more than 10 turns.

So my advice is. Don't chop forest unless the building\unit will take less than 10 turns. Untill you get railroads then chop, road, mine, railroad.

However if it was just useless jungle then I would just chop it since it doesn't have any benifits and causes disease.

And remember that choping trees\jungle will not stop rubber or coal from appearing. BUT when you research coal and\or rubber. Be aware that when you continue to chop it won't appear in the areas that have been cleared.

I would still chop jungle. Forest I would leave unless I really want to rush something. But don't try to plant forest chop it then replant it chop it again because you won't gain any shields by doing this. I think (not too sure) that they disabled this in civ3c. But you could still do it in vanilla. With the unpatched version.

I have copied this from your other thread. The bold section is about not being able to get the benifits from chopping tress then replanting them again.
 
Forests give a city a boost of something like 2 or 3 shields.
Forests always give 10 shields. If you time your chop poorly then you may not get the benefit but that is up to the player to ensure that they get the full value by chopping the forest early enough.

I agree that it aften wise to leave some forests on grassland, although if a bg is underneath it you will regain the 2 spt once mined and yet still benefit from more food.

Forests on plains tiles can be chopped without concern for lost production. If you need shields more than food you simply mine it to regain the 1 food/2 shield value that the forest had.
 
I have this little trick that I used on vanilla and it worked fine, but doesn't seem to work now.

If I settle a city later in the game on mostly (or all) tundra, I keep a couple of workers in the area to plant forests and clear them, and redo over repeatedly to get the shield bonuses to keep the town building.

I'm doing that now, and it's not quite working, most of the time the clearing of the forests does nothing (but once in a while I get the shield bonus).

Is this a bug, or is there something that I'm not considering?

This used to be true in Vanilla, but it was considered an exploit and removed in one of the patches. I don't recall which one, but I think it was in Vanilla that it was nerfed.

The exploit was exactly as you were doing, but on a much larger scale. Massive amounts of workers chopping and replanting to rush (I want to say) wonders and finish them early. You'd think it would be too much trouble to rush a wonder that way, but I guess not.
 
Forests always give 10 shields.

That's if you chop it. I meant forests give a bonus of 2-3 shields if you don't chop it. Thus forests give the city 2-3 more shields per turn than grassland.

If you time your chop poorly then you may not get the benefit but that is up to the player to ensure that they get the full value by chopping the forest early enough.

What do you mean :confused:? Do you have to chop the forest in a certain amount of turns or else you won't get the benifit of 10 shields?

I agree that it aften wise to leave some forests on grassland, although if a bg is underneath it you will regain the 2 spt once mined and yet still benefit from more food.

Yes - But if it is just plains or tundra. I would definetly leave it. Unless you want an instant increase and only have 5 more turns untill the building\unit is completed.

I would even plant more forest on tundra and plains. Because the benifit is greater than having an empty patch of snow that only produces 1 food and no shields or gold.

What do you mean by this...? Do the plains squares have more of a benifit if they are chopped?

Forests on plains tiles can be chopped without concern for lost production.
 
What do you mean :confused:? Do you have to chop the forest in a certain amount of turns or else you won't get the benifit of 10 shields?
Well, if you need five shields to complete an improvement/unit, and you chop a forest, then you've just wasted five shields. So timing is important when chopping.
What do you mean by this...? Do the plains squares have more of a benifit if they are chopped?

No, but the underlying terrain will give pretty much the same. The added bonus being you can mine plains and then get an extra SPT from it.
 
Well, if you need five shields to complete an improvement/unit, and you chop a forest, then you've just wasted five shields. So timing is important when chopping.

Ah now I know what he means. ;)

No, but the underlying terrain will give pretty much the same. The added bonus being you can mine plains and then get an extra SPT from it.

Yes - So this leads to the conclusion that the best terrain to plant forests is tundra.
 
Yes - So this leads to the conclusion that the best terrain to plant forests is tundra.

Best is such a subjective term. But it's wiser to do that than you know. If a tile is selected for global warming, then the first thing to go is Forests. So they can be a kind of GW 'sheild', to protect the underlying terrain.

Of course, while it happens it's not what I would call a common occurance. But it's something to keep in mind.
 
Best is such a subjective term.

Well I couldn't think of any other word (My brain hurts!).

If a tile is selected for global warming, then the first thing to go is Forests. So they can be a kind of GW 'sheild', to protect the underlying terrain.

Will global warming strike again in the same spot though?

Of course, while it happens it's not what I would call a common occurance. But it's something to keep in mind.

Well In one of my games the world had hardly and pollution (Except for Persia and Japan) and I still got a heap of global warming. There were no Nuclear strikes, no meltdowns no nothing. And global warming still came a few times.
 
Will global warming strike again in the same spot though?
Possible, but hardly likely.
Well In one of my games the world had hardly and pollution (Except for Persia and Japan) and I still got a heap of global warming. There were no Nuclear strikes, no meltdowns no nothing. And global warming still came a few times.

GW comes from pollution. There was probably more around than you saw.
 
Wait I'm not sure about something. If there is coal on a forest and in the ancient age I chop it, will it still appear?
 
Yes. Although when you research steam engines the coal will not appear in the jungles you have chopped.
 
Actually, any resource will appear on any tile which it's originally seeded on. So you can chop/clear as necessary, and if a resource is supposed to be there, it will show up regardless of the terrain when the tech that shows it is discovered.

Now, if you chop a forest or cut a jungle, and the coal disappears from a tile, then it won't reappear on a tile that started out able to support the resource.
 
Actually, any resource will appear on any tile which it's originally seeded on. So you can chop/clear as necessary, and if a resource is supposed to be there, it will show up regardless of the terrain when the tech that shows it is discovered.

Now, if you chop a forest or cut a jungle, and the coal disappears from a tile, then it won't reappear on a tile that started out able to support the resource.

That's what I meant. But I can't explain very good...
 
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