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Left Forever
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Civilization VI treat farms a bit differently from civilization V.
Farms can only be built on flatland grassland, plains and floodplains at first but with civil engineering they can be built on hills as well.
Farms give +1 food to the tile and 0.5 housing to the city who control the farm tile.
With feudalism farms get +0.5 food per adjacent farm tile
With replaceable parts farms get +1 food per adjacent farm tile (feudalism bonus become obsolete).
In the early game farms are maybe as important for their extra housing as they are for their extra food. Pre feudalism is going to be a rather food poor time if you do not have alot of bonus resources or other food sources.
Feudalism is likely going to be a boom time for population growth, excess food can be put into working district tiles and mines. A perfect feudalism farm can produce +4 food thus a plain tile can be a +5 food +1 production and a grassland tile can be a +6 food tile. A farm itself can produce the food needed to support 2 people.
The problem during this time is going to be housing, while food may be plenty housing is not easy to get.
At replaceable parts you get mechanized agriculture which can give as much as +7 food per farm thus able to support 3.5 population. Here you should be able to build the neighbourhood to house a large population.
In all cases you want a large area which are just farms, you do not want to spread out your farms becase isolated farms are terrible. The optimal farm is adjacent to 6 farms. This farm provide huge amount of food but only need a single worker thus it give the most food for the least amount of effort.
Do not underestimate the housing farms can give you. 0.5 may not be much but if you have 10 farms, that is 5 extra housing which is a huge deal in the early game and could mean the extra population you need for districts. Also then you get neighbourhood you can pick a card called "public transportation" which give you gold thenever you replace a farm with a neighbourhood.
Farms can only be built on flatland grassland, plains and floodplains at first but with civil engineering they can be built on hills as well.
Farms give +1 food to the tile and 0.5 housing to the city who control the farm tile.
With feudalism farms get +0.5 food per adjacent farm tile
With replaceable parts farms get +1 food per adjacent farm tile (feudalism bonus become obsolete).
In the early game farms are maybe as important for their extra housing as they are for their extra food. Pre feudalism is going to be a rather food poor time if you do not have alot of bonus resources or other food sources.
Feudalism is likely going to be a boom time for population growth, excess food can be put into working district tiles and mines. A perfect feudalism farm can produce +4 food thus a plain tile can be a +5 food +1 production and a grassland tile can be a +6 food tile. A farm itself can produce the food needed to support 2 people.
The problem during this time is going to be housing, while food may be plenty housing is not easy to get.
At replaceable parts you get mechanized agriculture which can give as much as +7 food per farm thus able to support 3.5 population. Here you should be able to build the neighbourhood to house a large population.
In all cases you want a large area which are just farms, you do not want to spread out your farms becase isolated farms are terrible. The optimal farm is adjacent to 6 farms. This farm provide huge amount of food but only need a single worker thus it give the most food for the least amount of effort.
Do not underestimate the housing farms can give you. 0.5 may not be much but if you have 10 farms, that is 5 extra housing which is a huge deal in the early game and could mean the extra population you need for districts. Also then you get neighbourhood you can pick a card called "public transportation" which give you gold thenever you replace a farm with a neighbourhood.
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