Photi
Governor
@obsolete: lol, what are you going to do with that settler, put him on your spaceship?
@obsolete: lol, what are you going to do with that settler, put him on your spaceship?
Note that even with the forests, I still am having health problems, this is because the health penalties grow the higher the level you are playing at. Thus forests become more of a wanted feature to combat this. I'd be hurting even more without them there.
IMPROVEMENT(S) | FOOD | HAMMERS | HEALTH | RATIO |
Grassland Workshop (CS/SP) | -2 | +4 | -1 | 2 |
Plains Workshop (CS/SP) | -3 | +5 | -1 | 1.67 |
PWS + PWS + GF (Bio/CS/SP) | -6 | +10 | -3 | 1.67 |
PWS + PF (Bio/CS/SP) | -4 | +6 | -2 | 1.5 |
Grassland Lumbermill (RR) | -2 | +3 | -0.5 | 1.5 |
Grassland Hill Lumbermill (RR) | -3 | +4 | -0.5 | 1.34 |
Plains Lumbermill (RR) | -3 | +4 | -0.5 | 1.34 |
Plains Hill Lumbermill (RR) | -4 | +5 | -0.5 | 1.25 |
PLM + PF (Bio/RR) | -4 | +5 | -1.5 | 1.25 |
PHLM + GF (Bio/RR) | -4 | +5 | -1.5 | 1.25 |
GHLM + PF (Bio/RR) | -4 | +5 | -1.5 | 1.25 |
Grassland Workshop (no CS/SP) | -3 | +3 | -1 | 1 |
Plains Workshop (no CS/SP) | -4 | +4 | -1 | 1 |
GWS + GWS + GF (Bio - no CS/SP) | -6 | +6 | -2 | 1 |
GWS + PF (Bio - no CS/SP) | -4 | +4 | -2 | 1 |
PWS + GF (Bio - no CS/SP) | -4 | +4 | -2 | 1 |
Engineer | -4 | +2 | -1 | 0.5 |
Eng + PF + PF (Bio) | -6 | +4 | -3 | 0.67 |
Eng + GF (Bio) | -4 | +2 | -2 | 0.5 |
It's deceptive though because you have to consider the hammers a GE can give you rushing a wonder or settled as a super specialist. That eng specialist is producing gpp as well.
Unless you're generating a GE (typically at the beginning of the game), Engineer specialists are only hot if they're free.
Hmmmm....So no specialists for a production city?
Just to throw a thought into the pot - I have to say that if I ever came across a city placement which was 20 grassland tiles - I'd cottage the lot. How does this strategy vary for other tiles?
Forested city
+'sunpillageable moderate production city +1-2 +1-2 per tile
movement penalty to attackers (if they pillage roads further slows them down)
no movement cost with roads
.4 increased per tile
if grassland even production
possible forest regrowth if you did chop some tiles
less health building required for greater populations (happiness is your main limit)
-'sloss of 1 from river tiles.
if planes - 1 for self sustained population
that damn forest burnt down event and being too broke to replant...
will not be a town in 60+ turns
lumber milled city (additional)
decent production +1-2(w/ rr) 1 if river
Doesn't require any Civics to work
UN force environmentalism actually helps +1 per tile no decrease in production in addition to health bonus.
A heavily forested and LMd city with IW + factory + forge + dry docks + power plant can still be healthy and run engineer specialists.
What do that "conserve forest" or whatever tile improvement workers can do later n the game do?
Off top of my head
+ 2 each with environmentalism
increase spread rate for the forest/jungle preserved.