Always disliked it before -- you're giving up the free specialists and trade routes of Mercantilism/Free Trade, and the "no loss for distance" benefit was no big deal on most maps if you'd placed your Forbidden City carefully.
But the last few games I've been exploring it and now I see what the fuss is about. The "+1 food for workshops and watermills" moves these two improvements from marginal to awesome.
I think the moment it clicked for me was when I was building a watermill for a northern city, on a river tundra tile... that tile went from being a pretty useless 1 food / 1 commerce, to a more-than-decent 2 food / 3 hammers / 1 commerce. Soon thereafter, I realized (yes, I know, I'm slow sometimes) that with Biology, you could take a food city and convert a bunch of Farms to Workshops... your surviving farms would keep the city fed, while the Workshops would send your production soaring.
I need to tinker with this some more, but okay... State Property is a powerful civic.
Waldo
But the last few games I've been exploring it and now I see what the fuss is about. The "+1 food for workshops and watermills" moves these two improvements from marginal to awesome.
I think the moment it clicked for me was when I was building a watermill for a northern city, on a river tundra tile... that tile went from being a pretty useless 1 food / 1 commerce, to a more-than-decent 2 food / 3 hammers / 1 commerce. Soon thereafter, I realized (yes, I know, I'm slow sometimes) that with Biology, you could take a food city and convert a bunch of Farms to Workshops... your surviving farms would keep the city fed, while the Workshops would send your production soaring.
I need to tinker with this some more, but okay... State Property is a powerful civic.
Waldo