What to do with Financal/Floodplains

podraza

Warlord
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In my current game I am playing as Washington and my starting location is one of those with about 6 or 7 floodplains tiles.

I am torn as to how to use them. One the one hand ,I feel like a financial civ should build cottages, because I get the bonus. Play to your strengths, as they say. On the other hand, I feel that it is some sort of crime to not try to make a GP factory out of this.

Does it even matter that I am financial? Is it a no brainer to build farms on these tiles?
 
If you were a philosophical civ I would say make it into a great people farm later on in the game. As a financial civ I'd say make cottages and keep them.
 
Have you explored more of the turf around you and started planning other city sites and what their function will be?

Without other food sources that will generate five or six food, this isn't an optimal GPF, and being a financial leader and this site being your capital, I'd say cottages plus civil service/bureaucracy will work nicely.
 
7 floodplains => GP => great!
7 floodplains => cottages => great!
3 food bonuses => GP => great!
3 food bonuses => cottages => good

So if you have another site with food bonuses, the best way to maximize both sites is cottage the floodplains.

If you do decide on a GP farm, be sure to move the palace to your best cottage city for the bureaucracy bonus.
 
Deja vu....

Two thoughts.

If you're financial then putting farms on river tiles is almost criminally negligent. Your citizens should rise in revolt and slay you as their leader. (Notable exception as a temporary expedient until you get civil service.)

Secondly, making your capitol into your GP farm is not ideal use of Bureaucracy. Unless you have some grand master plan to use other than Bureaucracy, or unless you plan to have a GP farm using merchants there, then I would cottage the heck out of it.

Find another good site for your GP farm.

Wodan
 
You could always build a city close to your capital with some overlap and trade the tiles back and forth between the two as needed. Later in the game when you can finnaly support a larger population, you can cottage up the plains tiles of the second city and stagnate its growth, spread the irrigation and make a minor GP farm on grassland, or mine a few hills and let the city produce something simple like missionaries or medic explorers.
 
GP cities are overrated. You are nuts if you have a financial civ and don't build cottages.
 
I am actually quite a ways into the game already, and have over 10 population. Not knowing what to do, I've made 2 of them into farms and 2 into cottages.

It seems the no brainer is to run with cottages because of bureaucracy. Can't disagree with that.
 
Nestorius said:
GP cities are overrated. You are nuts if you have a financial civ and don't build cottages.

Is it time for a debate? ;)
 
For non-financial and non-philosophical civ, what is the best way to improve grasslands with river and without river? As a rule, I usually farm grassland river and cottage grassland without river, figuring that I will need farms to support hills and other improvements. Is this too simple-minded approach?
 
Yes, it is. What you do with those tiles should depend on the city that will be using them.

If it's a production city, you will likely want to farm river grassland and leave dry grass alone until Civil Service, at which point you'll farm it too. Later in the game, workshops and watermills are also good picks if you don't need farms.

A commerce city will want to cottage them all, unless farms are badly needed.

A GPF or specialist city might well ignore them all, but would farm them if below the health cap or post-Biology.
 
Wodan said:
If you're financial then putting farms on river tiles is almost criminally negligent. Your citizens should rise in revolt and slay you as their leader. (Notable exception as a temporary expedient until you get civil service.)

Why exactly do you think this; do you really think that skipping the +1 commerce during the short time it takes for a cottage to get to a hamlet is so incredibly terrible that it warrants this response? I can't see why you'd think skipping 20 or so science for more city growth is such a terrible decision that it should never be made, especially if your city is on a hill so won't chain irrigation.
 
Pantastic said:
Why exactly do you think this; do you really think that skipping the +1 commerce during the short time it takes for a cottage to get to a hamlet is so incredibly terrible that it warrants this response? I can't see why you'd think skipping 20 or so science for more city growth is such a terrible decision that it should never be made, especially if your city is on a hill so won't chain irrigation.

I think he was using mild humour and exaggerating the point. Plus he was answering the question (GPP/commerce city) quite succintly. He mentioned irrigation, admittedly not labouring the point.

Plus I wouldn't build farms in this prime city location as it seems like it will grow fast enough and I would be damned if I was going to use it as a GPP Capital.:D
 
Don't forget that a floodplain based GP city will be limited to some extent by disease unless it has a lot of forest. Also, unless it's production heavy (plain hills and/or metals), you may not want it to be a GP city since it won't be very good for building wonders.
 
Landmonitor said:
Don't forget that a floodplain based GP city will be limited to some extent by disease unless it has a lot of forest.
Untrue. Floodplains give a -0.4 health penalty, which is a loss of at most 0.4 food per FP. But they also give 1 more food than any other non-resource tile, so at worst you come out only 0.6 food ahead of any other non-resource tile. FPs are ideal for the non-resource tiles of a GPF until you get to the point that there's so much unhealth you can't grow to work the FPs.

Landmonitor said:
Also, unless it's production heavy (plain hills and/or metals), you may not want it to be a GP city since it won't be very good for building wonders.
Also untrue. Plains hills, and indeed any hills, are bad for a GPF. That doesn't actually limit its wonder production too badly, though - whipping will be very powerful in a good GPF, and you can build wonders very quickly using whip overflow. But that's not that important anyway since wonders aren't that big a deal for the GPF. It's all about specialists - for which you want food, not hammers.
 
JimT said:
I think he was using mild humour and exaggerating the point.

It doesn't change the fact that his point was completely and utterly wrong. If I've got one square on a river and one off of a river as a financial civ, and I want to irrigate one and cottage the other, the only difference in picking one over the other is that if you cottage the river space, you get 1 more commerce during the short time it takes to grow a cottage into a hamlet. That's it, it's not some kind of sucker move that you should never do.
 
Farm Floodplans. It is allmost allwasy better to farm them.

Idea is that it give you concentrated source of food, giving you a lots of shields from slavery, fast city grow to work more mines or plain cottagess.
You can run some specialists as needed.
 
Beamup said:
Untrue. Floodplains give a -0.4 health penalty, which is a loss of at most 0.4 food per FP. But they also give 1 more food than any other non-resource tile, so at worst you come out only 0.6 food ahead of any other non-resource tile. FPs are ideal for the non-resource tiles of a GPF until you get to the point that there's so much unhealth you can't grow to work the FPs.


Also untrue. Plains hills, and indeed any hills, are bad for a GPF. That doesn't actually limit its wonder production too badly, though - whipping will be very powerful in a good GPF, and you can build wonders very quickly using whip overflow. But that's not that important anyway since wonders aren't that big a deal for the GPF. It's all about specialists - for which you want food, not hammers.

As to the first one, I disagree with your "untrue" since you'll hit the health cap much earlier when you don't have a variety of food sources/health buildings, so your ealy GP city will certainly grow fast, but it won't be able to support any specialists, because the city will be too sick. Such a city will be better as a whipping city for troops/libraries (depending on peace or war). This will end up hitting you hard because the earlier a GP comes out, the more their ripple effects will help you through time.

FP-based GP farms are awesome, but not when there is an extreme number of FPs without any forest, because you simply need too many food resources before the health cap hurts you. Also, you said 0.4 unhealthy per square, but that is per square in the city; not per square worked. I started on the western edge of a Great Plains map in the middle of a whole pile of FPs, one of which had corn (!!!), but it would have been a terrible GP farm because (on monarch with a non-expansionist Civ) it hit the health cap at 2; 3 with the corn connected.

In short, with regard to your first point, FPs are an excellent, arguably an essential, component of a good GP farm, but there is an optimum number of them, and over this number is just as bad as below it in the short term, and this is only partially alleviated later, since no matter how many health resources you get, there will still be more unhealthy faces from the FP penalty that you'd have if there were fewer of them.

As to the second "untrue," I disagree totally; you may get the bulk of your GPP from specialists, but every wonder is 2/3 of a specialist and any decent GP farm will have a few; I try to build all of my wonders in the GP farm. Anywhere else seems counter productive. I believe that a real GP famr should have a few plain hills to work in lieu of a specialist in order to build wonders. This not only gives you MORE great people but also lets you tailor what kind of great people based on the wonders you build...

As a side note here, and I'm sure this has been written about 20 times before, but stone resources will point you in the direction of engineers and priests while marble will point you mostly towards artists and a little towards scientists (mostly because of GL there, but the marble wonders are LARGELY artist-producing wonders).

Anyway, specializing the GP output aside, having production in your GP farm will also pump up the numbers of GP appearing, not to mention whatever benefit the wonder itself gives being a nice "side effect" to its GP help. Also, I would NEVER rely on whipping to build wonders; I'm loathe to whip in GP farm period, its just completely counter productive unless it's to control unhealthiness, but that should never be a problem anyway because if you watch the city closely, you can just assign more specialists to keep the population from growing.

Anyway, I didn't expect to type that long, but I strongly disagree with your take on things, although I look forward to seeing how you'd argue against what I said in this post.
 
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