What do you do with the extra farm

myclan

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Feb 26, 2008
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Before I got replaceable part, I tend to build a lot of farm to fully enjoy the bonus of feudalism, to increase my housing of a city, and to grow my cities faster for more production/district. But unlike previous version of Civilization, specialists(or we should call them citizens who work in a district instead of working on a tile) give unsatisfied output in most case in CIV6, and it's usully not wise to grow a city too big for it costs amenity and housing. So what will you do with the extra farm when you had grown a city big enough, or when you got replaceable part and found you had too much surplus food?
 
I tend to just grow my cities anyways, but if you don't, well, if it's next to a river, for example, you could put a forest + lumber mill on it instead. For other tiles, it's always worth considering wheter you want to put your districts on flat tiles, as a mine tends to be better than a farm.
 
I tend to just grow my cities anyways, but if you don't, well, if it's next to a river, for example, you could put a forest + lumber mill on it instead. For other tiles, it's always worth considering wheter you want to put your districts on flat tiles, as a mine tends to be better than a farm.
Yes, I think it is always good to change a tile only producing food to a river lumbermill, but for other tiles I'm just a little confused for workers are growing more and more expensive as you build more and more of them. And I don't have enough districts for all of them.
 
Workers don't really get that expensive though. If they do, maybe it's better to build a few less farms then.

And it's also not something to be ashamed of if there are a few unused tiles.
 
The bigger a city grows, the most districts you can build in it, so it's only natural to replace farms with districts the later you get in the game.

For me, I try to plan where any set of farms in a triangle or diamond I try to keep intact, but any farm without at least 2+ adjacent should get converted to something else later in the game. I don't tend to plant forests, as mentioned, worker charges do get a little precious. Late game my builders often cost 800 or so gold to buy, and even with the policy to give more charges, the 2 charges to forest+mill means that the lumber mill is costing me about 320 gold. And at essentially just +3 hammers, that does take a long time to pay off.
 
I build some farms for Feudalism and pretty much stop at that. If I have a big lot of plains hills then a larger city with triangle of farms if possible. It really does depend on how wide you go. Building massive cities can be fun but just do not fit this version.
Once I hit the pop I want (around 7-10) then I'll look at what I can do with the citizens, if there is nowhere else then a specialist slot will do.
 
Leave it for the housing, I guess.

One of the common thematic points in my posts is that growth is less important in this game than it was in civ5. In civ5, growth for the sake of growth only (example, farming a flat grass tile which yields only additional food) was an effective strategy. Production and other yields were important as well, but food was the power producing yield. In civ6 production and gold, with faith as an honorable mention, are the king yields that get you stuff that helps you win. Science and culture are nice as well since they unlock more powerful versions of stuff, but the ability to produce more or faster trumps faster growth, especially since certain baseline science and culture yields (from population, or bonuses from some resources, etc.) are sufficient. Speaking of baseline yields, there is more than enough food available to have your cities grow at an acceptable rate without trying to maximize growth. mines yield one more food from their respective terrains compared to civ5. Granaries, which are needed for efficient housing, give food, internal trade routes give food... food is abundant everywhere. It's much more important to get your builds done a few turns quicker than it is to grow a few turns quicker, especially since the critical mass for cities in wide empires is 8 or 10 for most strategies as opposed to 30 or more as it was in civ5. The there's also the quick boosts from chopping rainforests and marshes. Personally, I like to get all my cities (except the capital which gets bigger) to size 10 - since it's an even number, your not "wasting" a half of an amenity's worth of happiness (9 or 10 require 4 amenities but 11 requires an extra), it's the level that unlocks the fourth district, which I find to be a good level of flexibility (CH and victory condition district are two, either an IZ or a EC for coverage is the third, and the fourth district is something that boosts auxiliary yields of science or culture as desired. Also, I want one city that has all the districts that produce more hammers from internal trade routes, which coincidentally is unlocked at size 10) Also, size 10 is about the maximum for having cities about 5 tiles apart and still work predominantly the higher priority tiles in most cities.

But back to the farming... I'll try to get a farming triangle in most cities for feudalism, especially if they're on plains tiles as they get some production as well. But that's usually about it, I don't build a lot of farms. To try to crank out a little more when there's excess amenities, I'll use feudal farms to get an extra 2 or 3 pop, but more often I'd rather use it towards another city, or just enjoy the bonus production from excess amenities. I often have farms that are not worked just to provide extra housing, and they are needed for that reason.
 
secondary xylem harvesting facilities
 
I build some farms for Feudalism and pretty much stop at that. If I have a big lot of plains hills then a larger city with triangle of farms if possible. It really does depend on how wide you go. Building massive cities can be fun but just do not fit this version.
Once I hit the pop I want (around 7-10) then I'll look at what I can do with the citizens, if there is nowhere else then a specialist slot will do.
When a city gradually expanding its border and thus has more tile to work on (like high production tiles of hill/river forest), isn't it good to build farm to grow the city bigger and incrase the housing? High production cities have a advantage building unit, wonder and the very expensive district later on.
 
In my latest games I increasingly find myself building them 6 farms for the Feudalism eureka and after that only putting them on resources. I focus my cities on production anyway and feed them via trade routes, so farms stay unworked most of the time anyway.

Overall my approach seems to be like 'oh, it's time to build another district here? Let's quickly grow then!'. Proceed to remove marshes or focusing on food.
 
Only if the city has hills, farms are only useful if they allow more people to mine
Yes, more food/housing is absolutely for more production in a city, and we are building them so that my city can grow bigger and has more citizen to work on mine. But eventually all mines have been worked, will you change the extra farm into forest after conservation for more produciton.

In my latest games I increasingly find myself building them 6 farms for the Feudalism eureka and after that only putting them on resources. I focus my cities on production anyway and feed them via trade routes, so farms stay unworked most of the time anyway.

Overall my approach seems to be like 'oh, it's time to build another district here? Let's quickly grow then!'. Proceed to remove marshes or focusing on food.
Without forming a triangle they are not for working, but for housing I think, at least more or less cheaper than Aqueduct
 
But eventually all mines have been worked, will you change the extra farm into forest after conservation for more produciton.
So either I am going for a cultural victory in which case I will not need the production when I can build trees, all my builders will be building resorts and tree lining them

Or

I do not grow my cities larger that the production they can use or the districts they need

Extra farms cause unhappiness through growth with the only real benefit being 0.7 science, 0.3 culture at a time I make over 100 science/culture anyway.I can put them is specialist stats of course so if a farm produces 4 food I can have one worker working it and one worker specialising is science for a total of 3.4 science for -1 amenity which cost a builder use
Every builder use gets more expensive than the last so use only what is worth it.
 
I think the goal should be to keep as few farmers as possible which is something mechanized agriculture is very good at because of its food bonus. Try to keep a huge farmland between two or more cities for maximized farming efficiency so the rest of the population can work either other tile improvement or in district (which is pretty much the only way to produce extra faith/science/culture from citizens for civs who lack unique tile improvement).

Food is quite cheap with mech agriculture given a single farm can produce as much as 7 food with mech agriculture which is enough to support 3.5 people but not all farms will be so good but your target should be to have such farms. I think target population should not be much more than 20-25 per city as there are not much to be gained from having a larger population while the need for neighbourhoods and amenities probably negate any benifit from larger population. I think cities should be built as close as possible as there are alot to gain from having as many cities as possible such as being able to build more multiple copies of the same district and the fact that a city center itself is often better than a neighbourhood just in terms of housing.

A layout like this: C F C D C F C

C = city center
F = farms
D = districts

To maximize adjacency bonuses. For farms that mean you need less farmers to feed your cities and thus have access larger workforce to produce the other resources. This I think is the difference from civilization V in which you wanted to maximize food production you now want to minimize the amount of farmers while maintaining food production. The reason to keep districts away from farms are because they worsen your farms by removing the ability to put adjacent farms so this layout need to be planed from the start. With civilian engineering you can start farming hills this should be done to maximize farm adjacency while other hills away from the farms should be mined.
 
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I think the goal should be to keep as few farmers as possible which is something mechanized agriculture is very good at because of its food bonus. Try to keep a huge farmland between two or more cities for maximized farming efficiency so the rest of the population can work either other tile improvement or in district (which is pretty much the only way to produce extra faith/science/culture from citizens for civs who lack unique tile improvement).

Food is quite cheap with mech agriculture given a single farm can produce as much as 7 food with mech agriculture which is enough to support 3.5 people but not all farms will be so good but your target should be to have such farms. I think target population should not be much more than 20-25 per city as there are not much to be gained from having a larger population while the need for neighbourhoods and amenities probably negate any benifit from larger population. I think cities should be built as close as possible as there are alot to gain from having as many cities as possible such as being able to build more multiple copies of the same district and the fact that a city center itself is often better than a neighbourhood just in terms of housing.

A layout like this: C F C D C F C

C = city center
F = farms
D = districts

To maximize adjacency bonuses. For farms that mean you need less farmers to feed your cities and thus have access larger workforce to produce the other resources. This I think is the difference from civilization V in which you wanted to maximize food production you now want to minimize the amount of farmers while maintaining food production. The reason to keep districts away from farms are because they worsen your farms by removing the ability to put adjacent farms so this layout need to be planed from the start. With civilian engineering you can start farming hills this should be done to maximize farm adjacency while other hills away from the farms should be mined.
What you say is the ideal situation. But we can't get production from plain or grassland without a forest, can't farm a hill until late game, need more farm until replaceable parts. What's worse, changing a improvement cost charge/production, unlike what in previous civilization
 
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