National Park

I'd still probably push it toward the roll of a cash city simply because you typically run your slider as close to 100% science as possible, so any potential commerce doesn't matter so much for generating cash.

Wall Street has such great synergy with a heavily cottaged city (shrine optional) that I'd hate to waste it on a city site that's bound to be full of commerceless forest tiles.

I will say that Wall Street only has synergy with a heavily cottaged city if a significant portion of the slider is dedicated to cash. If it's set to 10% cash, then I'm only getting synergy with 10% of the cottage commerce.

:agree:

Even if every tile in the Capital's BFC is a Financial riverside Town under Bureaucracy, 0% of 300 * 300% = 0 :gold: ... a lot of good Wall Street is doing you in that city!

Even at 20% committed to :gold:, that unreal city still only yields 60 raw :gold: ( 300 * 0.2 = 60 ) -- which is fairly easily accomplished with Caste System and enough Preserves.

The synergy of the National Park and Wall Street is not in the raw numbers -- it's in the fact that they combine to make a completely slider-independent :gold: farm.

As an added bonus, you're going to crank out tons of late-game Merchants worth about 5000 :gold: each!

Forested city (good for National Park) can be a money-milk cow in rare occasions. One time I early rushed my neighbour and captured a highly forested Holy city capital (ironically, by aggressive chopping as I also got a forested capital). At the end (I wish I had kept the save, so the following number may not be 100% accurate):

  • I did missionary spamming. Revenue from holy shrine: 34 cities = 34 commerce.
  • Set up Sid's Sushi headquarter there, spread to 6 more cities = 35 commerce.
  • I kept 15 forests/jungles (15 preserves at the end) = 15 merchants = 15 x 3 = 45 commerce
  • Free merchant from Statue of Liberty = 1 x 3 = 3 commerce
  • 2 irrigated farms + 1 banana = 7 extra food = 3 merchants supported = 3 x 3 = 9 commerce (rough number, this part I can't remember well)
  • 2 settled great merchants = 2 x 6 = 12 commerce
  • The extra merchant specialists from the extra food (14 food) brought by Sid's Sushi & great merchants (2 food) = 8 merchants = 8 x 3 = 24 commerce

I agree with everything you said, but as a particular peeve of mine, Merchants yield :gold:old -- not c:commerce:mmerce.

It's semantics, but :commerce: & :gold: is already confusing enough ...

One other thought for National Parkistan is spies. Scotland Yard doesn't take a National Wonder slot since it's a "special" building like a Shrine or an Academy, so you can build Scotland Yard, Courthouse, Jail, Kremlin and whatever the other two buildings are and run an absolute ton of spy specialists with and outstanding expionage point multiplier while still having the flexibility to switch to merchants or scientists when that would have greater benefit.

This is exactly what I do if/when I leave Caste System, since I hit the limit of Merchant specialists. All of the "rollover" specialists who can't become Merchants become Spies and Priests instead.
 
I'm a fan of keeping my forests when possible, especially when playing Sitting Bull. It just seems un-Native American to be a tree-chopping maniac.

To that end, I have saved trees to do lumbermills. Although replaceable parts comes in the late mid-game, it's a nice tech and of course the lumber mills can later be replaced by forest preserves. A forested grassland tile with a lumber mill is 1 F 3 H IIRC, the same as a forest hill mine. The extra production from lumbermills, without chopping, can give your National Park city some nice production for national and world wonders while keeping the trees around.
 
I'm a fan of keeping my forests when possible, especially when playing Sitting Bull. It just seems un-Native American to be a tree-chopping maniac.

To that end, I have saved trees to do lumbermills. Although replaceable parts comes in the late mid-game, it's a nice tech and of course the lumber mills can later be replaced by forest preserves. A forested grassland tile with a lumber mill is 1 F 3 H IIRC, the same as a forest hill mine. The extra production from lumbermills, without chopping, can give your National Park city some nice production for national and world wonders while keeping the trees around.
Try playing the "Boreal" map type for a game tailored to your playstyle ;)
 
Forests can't spread over farms.

I meant farms can be pillaged by your own unit, roads can't, so farming but not building road is fine because you can pillage it any time you want to allow reforestation.
 
To that end, I have saved trees to do lumbermills. Although replaceable parts comes in the late mid-game, it's a nice tech and of course the lumber mills can later be replaced by forest preserves. A forested grassland tile with a lumber mill is 1 F 3 H IIRC, the same as a forest hill mine. The extra production from lumbermills, without chopping, can give your National Park city some nice production for national and world wonders while keeping the trees around.
Huh? Forest hill mine? What's that? =P
Forest is +1 hammer, nevermind the terrain it's on. It also suppresses the commerce bonus a tile gets from rivers. A Lumbermill provides an additional +1 hammer, restores the lost commerce if any, and yet another +1 hammer from railroads. So a grassland forest with all that is 2F 3H. With a railroad, a mined grassland hills is 1F 4H.
Minor corrections aside, if you have the workforce (which you usually do), it's indeed a very good idea to lumbermill first, then preserve after you've built your essential infrastructure (science or espionage or both). Thanks for the idea =)
 
Huh? Forest hill mine? What's that? =P

Control-W says I can have one. :)

Riverside Floodplains Fish or Forested Riverside Fish is the best, though.

Riverside Grassland Forest Towns are also pretty nice.

Also, don't forget to put the Forest and Quarry on the Marble Plains Hill where you founded your capital.
 
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