Environmentalism

Three words: One City Challenge. +6 health is surprisingly useful when you're really strapped for food resources and State Property (which I normally use in the late game) is almost completely useless when you only have one city.
 
To get the best out of environmentalism I make sure to save about 50-75% of the trees around my cities and then get lumbermills as quick as possible.

Forest/hills always get saved, anything with fresh water get chopped for farms and cottages.

I also like to make cities with forests outside of the fat cross.. Those can still be chopped for the closest city.. This works best when you make cities near the tundra, just chop the whole tundra before any other civs come by to settle and when they eventually do its all junk tiles.
 
don´t see the point in saving trees. Trees is not food so the city wont growth to a size where you will need the extra happiness. ¿?

One city challenge ok :P but the rest of the situations... remember it´s high upkeep vs no upkeep from state property.
 
Grogs said:
I usually stop my city growth in the low 20's, so I'm usually OK on health anyway. Even with forge/factory/coal plant/drydock I find I can usually keep my healthy number greater than unhealthy with health improvements. The only time I've ever used Environmentalism was when the UN forced it on me. I couldn't believe that one really. There were 7 Civs, *nobody* was running environmentalism, and yet every civ (except for me) voted for it. I could see how it would be useful in an OCC or with a small empire, but I think it's really limited.

Wow, they actually want you to do that? Give them the bird and build an army. Screw the UN :king:!

Usually I keep serfdom so that the improvements build lightning quick. I'll keep this civic the whole game. Because you can trade for +1 heath food items or take them from your neighbors, I can usually keep my cities from getting gassed the whole game with all the city buildings I could want.
 
The smaller your civ, the better enviromentalism is. If you are playing a remotely militaristic game you will be big enough to have all the food resources, and then the health bonus is really useless.
 
Remember that inflation is based partly on civic upkeep. Swiching to enviomentalism on a large empire would not only skyrocket your civic upkeep it would also increase you inflation. (Look at the financial advisor for inflation cost)
 
Is environmentalism a civic?

The pyramids opens up all civics choices. If environmentalism is a civic, I would think that it could be a great civic to take early when there are still forests left.
 
zafyro said:
don´t see the point in saving trees. Trees is not food so the city wont growth to a size where you will need the extra happiness. ¿?
For more production.

A standing forest will bring in its own chopping cost before too long. By chopping a forest, you are actually sacrificing future production capacity in order to get a quick boost. While this speed can be VERY beneficial (especially early in the game), leaving the forest there will bring more hammers - possibly a LOT more hammers - in the long run.

Environmentalism subsequently rewards those who actually leave a few forests intact instead of chop-rushing an extra Warrior ;)
 
civzombie said:
Is environmentalism a civic?

The pyramids opens up all civics choices. If environmentalism is a civic, I would think that it could be a great civic to take early when there are still forests left.

The pyramids give all of the governemnt choices, not all of the civics.

Breunor
 
Here is a nice tip to help avoid this somewhat. I recently thought about this as Environmentalism is still a pain in my arse in late game. I still think we should be able to vote 'Global State Property' or something. But anyways, I realized that a mine on a Hills/Plains is 4 hammers. (Actually I knew that already) But what I DID realize was a lumbermill on a Hills/Plains/Forest is also 4 hammers. You get 3 hammers until you can build the lumbermill.

Once I noticed this, I have yet to chop down a forest on a Hill/Plain as I seem to get them all the time. I am beginning to like windmills on the Hill/Grasslands which makes it so I rarely actually build mines now unless its to pull a resource.

Now if I could figure out a way to influence forest growth early on to spread where I want it...
 
civzombie said:
Is environmentalism a civic?

The pyramids opens up all civics choices. If environmentalism is a civic, I would think that it could be a great civic to take early when there are still forests left.
The pyramids only opens the Government Civics, Environmentalism is an Economic Civic... (otherwise you are right Environmentalism would be super overpowered)
 
I think environmentalism is a very powerful civic. It lets your cities grow larger. Especially when you don't have access to many health-resources. In the endgame many cities have green smileys, so by then I am very happy to be able to switch to environmentalism. By the way: those extra pop are extra votes for the UN! (I am not sure about this: but citizen 20 (city size=20) brings in possibly more votes than citizen 2 (city size=2)).
 
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