The civics contain obvious synergies leading to main strategies of tile developpement and the main ones have been theorized. However, I'm surprised to see windmill+environmentalism (Hippy econ) has not and that environnementalism has such a bad press. I don't claim it is the best, it might be the worst econ civics, but it is definitely not without merit, and because they are not praised often enough, I'll only talk about the merit here.
Reference :
https://forums.civfanatics.com/threads/crazy-economy-vs-silly-economy.309988/
CE/SE economy, or their refinement FEUSS cottage and PARCS specialists.
You will obviously run some specialist in FEUSS cottage and may build some cottages in PARCS, but you have to plan long lasting choices in advance to maximise the power of your economy under a given set of civics.
Neither FEUSS nor PARCS assume an econ civics, so the issue at stake is perpendicular, though mercantilism has natural synergy with PARCS. People seem to choose between Free Market and State Property depending on the size of their empire and their preference about corporations. It's worth mentioning that SP watermill does involve some improvement planning (though lack of forethought is more forgiving than with cottages), just like SPCS workshops.
Without further ado, let us define Hippy Economy. It is an economy is centered around only one civic, Environnementalism, so it can complement FEUSS or PARCS. It is food intensive, so it can work as a transition out of CS in a PARCS for example. It goes a little further than just running the environnement civic (or it would not need a name) :
1/ Saving the forest
Achieving 1 is rather easy, provided you start with forest. Just don't chop everythin. Except severe city stacking, you should have enough workable tiles so that the only drawback is the lack of hammer right now. On the plus side :
2/ Windmills
Favoring windmill over mines when they become available, and make them available ASAP.
11 instead of 2 is a really bad deal and it's ok to build mines even quite late and switching when windmills become better with replaceable part, environnementalism and electricity.
However, if you plan to run slavery up until windmill boosting tech, that 1 can be converted almost into 2, leaving you with an extra . Running food heavy strat is a common theme in Hippy econ, so extensive use of slavery beforehand makes sense (not farm spam food heaviest, but food heavy under constraints).
Slaver hippy? I prefer the words "population control", the planet is overcrowded, whipping people is a lesser evil.
Replaceable parts keeps the pace with railroaded mines (and comes much earlier and doesn't need worker time), electricity partially compensates slavery obselescence and environementlism boost them into very decent improvements.
Tiny bonus, windmill tiles will always fully benefit from golden ages ! (I think it's one of the reasons why Attacko advocates for grassland hill cotttages) Non riverside mines won't.
3/ Happiness
So to run slavery deep into the renaissance, you'll need some and , which is good since you will soon use them along environementalism's to baby boom. Running more farms and less cottages and no workshop, as well as running windmills are good ways to increase production.
If slavery is already obselete (big, productive cities) and environnementalism is not yet on the table, drafting is a good way to consume both and , is a good way to consume .
is usually not an issue, though if you have no other more pressing matter, you should definitely get the infrastructure built while waiting for the industrial revolution (one of the rare occasion I would build , usually theater, before it is absolutely needed). Nationhood, Hereditary Rules or Representation may help but should generally not be chosen solely for the boost.
4/ leveraging environmentalism
A lot of people quickely discard environnementalism, I think it is due to the absence of direct benefit. But if 6 sound unimpressive, the consequences can be huge.
In industrial era, must have buildings like forge, factories, and powerplant generate a total of 6, 2 less with cleaner and more expensive powerplants, much more if you include things like Ironworks, industrial park, airport, drydock...
Obviously, factories, even with full penality, are overall a big bonus, so, you should prioritize Industrialization (sometimes Industrialisation too, for tanks) over Medicine. But once it's out of the way, trading/teching medicine right ASAP can be a good move (even if only for hospital).
+6 means between +2 (specialists) and +6 (citizen working food neutral tiles) max populations. Usually closer to +6 citizen. You should have no problem growing most your cities to 20+.
assuming granary, harbor and grocer and fresh water, it's about 22 top. Under Environmentalism, industrial towns otherwise growing effortlessy to 14 and struggling past that can grow effortlessly to 21, and can more easily built extra polluting infra.
So environementalism allows a much fastter and bigger growth, for less infrastructure. Is that really worth the saccrifice?
Sure, you can achieve +5 with aquaduc and hospital instead, assuming they're not already built but granary/harbor/grocer already are, but that is 300. For that price, you could built a panzer and machine gun. Or two bombers, or 2 infantrymen.
Environemetalism is +6 for free.
And that's often not enough, /wo environnementalism, 7 is 450. Food corps, while good in absolute are not that effective early on and requires significantly more time and effort (a great merchant, some techs, some ressources).
Environnementalism is +10 for 150
So environmentalism can save about 300 of infrastructure per city in exchange of not running something else.
Or you can grow smaller cities. What are more citizen worth?
On a sunny day an extra trade route is +10pt. Sure, it's super cool on small useless towns, but otherwise, 2 exra specialists are probably better. And a boosted windmill and a lumbermill, magnified by bank, factory n co, are definitely better. And that is not even Env's sunny day (that's +6 citizens). Sure if you have crappy stacked cities or lot of 1 tile island cities (not ideal), free market can be better, but that's the exception not the norm. And more pop also means better trade routes.
I won't even compare with mercantilism.
State Property is trickier to compare with, but when relevant, it's probably competitive with enviironmentalism.
If you can suffer/skip the anarchy, putting yourself in environnementalism right after building most factories/coal plant and baby booming with it while building infrastructure and possibly late game tech (eg. refrigeration), to switch back to your favorite civic quickely thereafter, might even be an option.
It's not what Hippy eco is about though.
Hippy eco involves staying in Environnementalism possibly indefinitely, or at least until genetics, wide spreadth of corporation and such naturaly makes it obselete.
Now I reckong the advantages are not long lasting,
so one idea is to wage war ASAP after assembly line factories and environnementalism are in the pocket. The extra gold from FM won't help your opponent much in war, extra hammer from extra pop will help you. The extra food from SP watermill is null if unhealthy and again, gold saved on maintenance is not spent efficinetly on military.
Space races can also be won by only a few turns, I haven't tried it but that 300 saved in infrastructure could also be spent on laboratories and spaceship parts.
Of course, many games are already decided by the early industrial era, and it may be wacky to aim at environmentalism in the first place, but
Reference :
https://forums.civfanatics.com/threads/crazy-economy-vs-silly-economy.309988/
CE/SE economy, or their refinement FEUSS cottage and PARCS specialists.
You will obviously run some specialist in FEUSS cottage and may build some cottages in PARCS, but you have to plan long lasting choices in advance to maximise the power of your economy under a given set of civics.
Neither FEUSS nor PARCS assume an econ civics, so the issue at stake is perpendicular, though mercantilism has natural synergy with PARCS. People seem to choose between Free Market and State Property depending on the size of their empire and their preference about corporations. It's worth mentioning that SP watermill does involve some improvement planning (though lack of forethought is more forgiving than with cottages), just like SPCS workshops.
Without further ado, let us define Hippy Economy. It is an economy is centered around only one civic, Environnementalism, so it can complement FEUSS or PARCS. It is food intensive, so it can work as a transition out of CS in a PARCS for example. It goes a little further than just running the environnement civic (or it would not need a name) :
- A couple of forest tiles (preferably on flatland) are preserved in each city
- Windmills are favored over mines
- A plan to have excess happiness by the industrial era is formulated.
- A plan to leverage an early adoption of environnementalism
1/ Saving the forest
Achieving 1 is rather easy, provided you start with forest. Just don't chop everythin. Except severe city stacking, you should have enough workable tiles so that the only drawback is the lack of hammer right now. On the plus side :
- You get a health boost through all the game Spoiler :"One other bonus coming from a city's site is the +0.5 from each forest in the city's big fat cross. This bonus is rounded down, so in general it is best to keep even numbers of forest tiles in a city." https://civilization.fandom.com/wiki/Health_(Civ4)#Computing_the_health_limit
- You got more forest regrowing early on than by chopping everything ASAP. Spoiler :And potentially regrowing when you already have mathematics.
This is a lot more relevant on Marathon.
Forest spread orthogonally, road slows the spreading, improvements stop it
Forest spread much faster on ancient era, the spread boost of forest preserve is mostly irrelevant for many reason : it has an hard time making up for slower growth due to era, things go faster, 30 are less relevant, there are much less tiles to spread (BFC tiles that are not improved).
- By the time you finally have the pop to be unable to work better than a forest, you can Lumber mill it. Lumbermills are basically mines you can put on flatland. A good workshop ersatz when you do not run SP or CS. Spoiler :lumbermill + forest is +2, the same as a mine, and both benefit from railroad.
Lumber mill needs a saved forest but can be placed on flat.
So while not as good as SP watermill, SPCS workshop or FEUSS towns, it is definitely on par with the default mines and farm, which are workable, though it does produce less excess food than farms or windmills.
Because of the extra windmill , you should strongly favor windmills-lumbermill(flat) over lumbermill(hill)-farms, although on plain, you may be forced into some farms. All the better with Environnementalism.
- You can use your excess worker to switch between lumber and preserve, to handle happiness. Running Environnementalism, the tile is slightly less useless, but if you're walking on the edge, an extra specialist is better than nothing. And a worked preserve + a specialist or 2 specialists might be better than just a lumber mill and an unhappy face.
- If you really want to chop everything, do know that some consider it a viable strategy to save some forest for spaceship parts. In the mean time, you know what to do with it now.
2/ Windmills
Favoring windmill over mines when they become available, and make them available ASAP.
11 instead of 2 is a really bad deal and it's ok to build mines even quite late and switching when windmills become better with replaceable part, environnementalism and electricity.
However, if you plan to run slavery up until windmill boosting tech, that 1 can be converted almost into 2, leaving you with an extra . Running food heavy strat is a common theme in Hippy econ, so extensive use of slavery beforehand makes sense (not farm spam food heaviest, but food heavy under constraints).
Slaver hippy? I prefer the words "population control", the planet is overcrowded, whipping people is a lesser evil.
Replaceable parts keeps the pace with railroaded mines (and comes much earlier and doesn't need worker time), electricity partially compensates slavery obselescence and environementlism boost them into very decent improvements.
Tiny bonus, windmill tiles will always fully benefit from golden ages ! (I think it's one of the reasons why Attacko advocates for grassland hill cotttages) Non riverside mines won't.
3/ Happiness
So to run slavery deep into the renaissance, you'll need some and , which is good since you will soon use them along environementalism's to baby boom. Running more farms and less cottages and no workshop, as well as running windmills are good ways to increase production.
If slavery is already obselete (big, productive cities) and environnementalism is not yet on the table, drafting is a good way to consume both and , is a good way to consume .
is usually not an issue, though if you have no other more pressing matter, you should definitely get the infrastructure built while waiting for the industrial revolution (one of the rare occasion I would build , usually theater, before it is absolutely needed). Nationhood, Hereditary Rules or Representation may help but should generally not be chosen solely for the boost.
4/ leveraging environmentalism
A lot of people quickely discard environnementalism, I think it is due to the absence of direct benefit. But if 6 sound unimpressive, the consequences can be huge.
In industrial era, must have buildings like forge, factories, and powerplant generate a total of 6, 2 less with cleaner and more expensive powerplants, much more if you include things like Ironworks, industrial park, airport, drydock...
Obviously, factories, even with full penality, are overall a big bonus, so, you should prioritize Industrialization (sometimes Industrialisation too, for tanks) over Medicine. But once it's out of the way, trading/teching medicine right ASAP can be a good move (even if only for hospital).
+6 means between +2 (specialists) and +6 (citizen working food neutral tiles) max populations. Usually closer to +6 citizen. You should have no problem growing most your cities to 20+.
Spoiler :
assuming granary, harbor and grocer and fresh water, it's about 22 top. Under Environmentalism, industrial towns otherwise growing effortlessy to 14 and struggling past that can grow effortlessly to 21, and can more easily built extra polluting infra.
So environementalism allows a much fastter and bigger growth, for less infrastructure. Is that really worth the saccrifice?
Sure, you can achieve +5 with aquaduc and hospital instead, assuming they're not already built but granary/harbor/grocer already are, but that is 300. For that price, you could built a panzer and machine gun. Or two bombers, or 2 infantrymen.
Environemetalism is +6 for free.
And that's often not enough, /wo environnementalism, 7 is 450. Food corps, while good in absolute are not that effective early on and requires significantly more time and effort (a great merchant, some techs, some ressources).
Environnementalism is +10 for 150
So environmentalism can save about 300 of infrastructure per city in exchange of not running something else.
Or you can grow smaller cities. What are more citizen worth?
- Having core cities much bigger much faster will make your eco much stronger.
- More pop means more votes to the UN
Spoiler :
On a sunny day an extra trade route is +10pt. Sure, it's super cool on small useless towns, but otherwise, 2 exra specialists are probably better. And a boosted windmill and a lumbermill, magnified by bank, factory n co, are definitely better. And that is not even Env's sunny day (that's +6 citizens). Sure if you have crappy stacked cities or lot of 1 tile island cities (not ideal), free market can be better, but that's the exception not the norm. And more pop also means better trade routes.
I won't even compare with mercantilism.
State Property is trickier to compare with, but when relevant, it's probably competitive with enviironmentalism.
If you can suffer/skip the anarchy, putting yourself in environnementalism right after building most factories/coal plant and baby booming with it while building infrastructure and possibly late game tech (eg. refrigeration), to switch back to your favorite civic quickely thereafter, might even be an option.
It's not what Hippy eco is about though.
Hippy eco involves staying in Environnementalism possibly indefinitely, or at least until genetics, wide spreadth of corporation and such naturaly makes it obselete.
Now I reckong the advantages are not long lasting,
so one idea is to wage war ASAP after assembly line factories and environnementalism are in the pocket. The extra gold from FM won't help your opponent much in war, extra hammer from extra pop will help you. The extra food from SP watermill is null if unhealthy and again, gold saved on maintenance is not spent efficinetly on military.
Space races can also be won by only a few turns, I haven't tried it but that 300 saved in infrastructure could also be spent on laboratories and spaceship parts.
Of course, many games are already decided by the early industrial era, and it may be wacky to aim at environmentalism in the first place, but
- if you are still on your back foot in renaissance (even better if you have bee forced into a economy, because that will be useable on the war effort)
- if you have decent, spaced out cities
- if you have a good number of riverside towns you're reluctant to turn int SP watermills
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