Willburn said:
But i must again say one thing and im sure this is the case in most games. Chopping early for hammers can if used right net you more hammers in the long run than not chopping hammers early. Its simple logical that getting a second, third etc city faster will make those cities earn hammers and in the long run you are gaining more hammers than you would with a later chop.
It will depend on the situation. It definitely is not simple logic at work because faster cities are not always better and Production cannot stand alone. Long term it is definitely not simple, regardless of what answer you come up with. Here are some of the many thousands of considerations that may be (but won't always be) conflicting with BW first and Chopping ASAP. All of them can impact production either directly and/or indirectly.
- Researching BW and then not being able to research through Code of Laws fast enough to take Civil Service with the Oracle can cost you 30+ turns of +50% Production, +50% Commerce in your capitol.
- Researching BW, outside the beeline, and then being slower to unit X which misses or narrows it's window of opportunity and so gives less value from it's production cost and/or aquires less upfront and/or potential Production.
- Researching BW and then being slower to Alphabet and missing out on potential tech trades. Countless ways this can affect production both short term and long term.
- Researching BW, outside the beeline, and then being slower to tech which allows Wonder X and losing the Wonder race because of it. This can even happen on lower difficulty levels. The AI does use Great Engineers towards Wonders too. The only way to beat them in that case is to have the Wonder finished before they get the tech.
- Researching BW and then being slower to a tech which founds a Religion. Can affect so much... Shrines (Commerce), Diplomacy, FOW, Happiness, Civics (XP, GP, and/or build rates).
- Researching BW and then being slower to Music, missing out of the free Great Artist. These guys can be especially nasty early in the game. I've flipped 3 cities with just one, won wars that otherwise would be unfightable without them. Don't discount them. Same type of consideration can apply for getting to Code of Laws or Drama ASAP.
- Building Workers/Settlers right off instead of explorers/harrassers/invasion early on and missing out on Huts (which then go to neighbors), map intelligence, and/or early captures/conquests.
- Chopping a Forest that Health-wise costs you a productive pop point that could have been an Engineer geting you an extra (or earlier) Great Engineer may cost you a Wonder (race). (A similar type of example for every use of GP or tile working. 1x-3x as up to 3 cities can share the health benefit of a single Forest without Working it.)
- Chopping a Forest ASAP towards a goal which is a set distance in the future either way can cost you in numerous ways. Say you have Ivory and are going for Construction to stomp some neighbors. If you chop the Barracks (or anything else that wouldn't affect production post-Construction), you are being wasteful as you can't upgrade to either War Elephants or Catapults, but can normally build the Barracks first. Once you start construction on the actual units, you will take more time to get out any given number of units as you have less Forest (and potentially Growth) to chop to hurry them along.
- Chopping a Forest that would have spawed Forest growth limits overall production from Chopping and/or could miss a Health plateau if just chopping down to them. The extremes are of course growth that would have occured within the same build as the first chop, which is a total loss, and growth that would never have occured, which is a non-factor. So even within any given build determined to be chopped, all else equal, it's always best to chop on the last turn(s) possible to still get the build out on turn X.
- Chopping a Forest for a building before being in Organized Religion passes up +25% Production.
- Chopping a Forest for a unit before being in Police State passes up +25% Production. (Mainly a consideration with the Pyramids or later era starts.)
- Chopping a Forest towards a building that isn't your trait's reduced cost building(s) passes up +100% Production.
- Chopping a Forest for a unit to go with stack X costs more potential support to chop as the first unit into the stack's composition as it will as the last unit into the stack's composition and limits flexibility if the situation were to suddenly change.
- Chopping a Forest for a unit before switching to Vassalage and/or Theocracy creates a unit with less XP out of the gates.
- Chopping a Forest for a Wonder before connecting it's corresponding resource passes up +100% Production.
- Not having Forests later to chop in emergency situations. Chopping out a unit or two when a sneak attack comes can be a lifesaver.
... I'm getting tired here. That will have to do it for now. Each of those things can work several ways. Chopping may be able to be worked in fine at some point to help out, sometimes going right for it is best, but simply going ASAP for BW, Worker, clearcut will often result in sub-optimal outcomes. (And it would be approaching always sub-optimal to take that sort of inflexible and blind approach to the game in general.)
But in any game with potential for more growth getting stronger faster is allways the way to go. (And that is what worker chop does in most cases.)
"Stronger faster" is not always the way to go. You are using the term "stronger" simply as in number of cities and overall production. If you were using "stronger" as in a nebulous "overall stronger", you'd be correct, but that would not be supporting your assertion because overall strength can actually be limited by overemphasis on production or number of cities, and in no case is limited to those things.
On the other hand if you can convince me with arguments that investing into 3 religions and using lots of hammers on missionaries is the way to go then that would just enrich my game so I would be happy for your advice! Im allways looking to improve my game. My goal is to make the perfect civ4 game sometime in the future
I think that you discount religion is very telling. Religion is a huge part of gameplay, and ignoring the vast amount of value there will definitely skew perspective in regards to the importance of other factors.
I've had Shrines at 50+ base gold per turn, with +250% modifiers (Bureaucracy, Market, Grocer, Bank, Wall Street) on it. That's nothing to scoff at. It didn't take many Missionaries either, I built maybe 10 at most for that religion. You give an AI a religion in one city, and they can spread it for you. But only if you can get it there early enough to make it their state religion. Passive spread also occurs, but only in cities which don't already have a religion and/or are in a different State Religion and Theocracy. Both of those things happen far more often for the first 3 religions. Especially if you have all 3.
Shrines are also heavily map dependant. The more cities possible and the less natural commerce available, the more useful Shrines become. On a Huge Highland map for instance, it's going to be approaching a no-brainer to get at least a few Shrines. On a Tiny Archipelago, it's not going to be worth it to try for more than one religion in a lot of cases, and a Shrine may not even be worth it at all. Having at least one Religion you found is generally a good idea though. Smaller land map rushes excluded, though even they can benefit.
Cultural victory date is highly dependant on how many Religions, thus Cathedrals and their +50% culture each, you have. And you may very well want to be chopping the Cathedrals in that case (Copper bonus), not the Settlers/Workers. Either that or towards tech speed boosting projects to get to the Cathedrals/Religions faster.
I've also have been able to stave off elimination or massive damage in several instances because Religion allowed me to see invasions coming. I used to argue for the Expansionist trait as a viable trait in Civ III, in large part due to this issue. Being able to see what is coming is so vital to being able to run a maxed out economy safely. (Assuming a no reload environment...) Because you can focus on economy more with the knowlege that you can respond to threats as they arise due to having a stronger economy to react with and more warning time. Being in the dark, you have to prepare for what could be coming, or you won't be prepared for it if it does.
It's a bit of a self perpetuating cycle in this regard. The further you can see, the more you can invest in seeing further, and the more cash you get from it. Or the more you can directly invest into your economy. The stronger your economy, the less of your economy has to go into defending your economy, so the more can go into advancing your economy or sight. And it works in reverse too. Having to support/build more units for defense means not having as strong an economy, which means being less safe from a tech standpoint, less able to pump out units in response to a threat, and not seeing the threats as early to start the response too. Which means to be safe you need to invest even more into supporting/building units for defense.