OTAKUjbski
TK421
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.

Even if every tile in the Capital's BFC is a Financial riverside Town under Bureaucracy, 0% of 300 * 300% = 0

Even at 20% committed to


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

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

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


It's semantics, but


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.