bonscott said:
Some are missing the point of having huge food production: Specialists!
If you have extra food like crazy, create a couple specialists and watch those Great People be born quickly. Found a city in floodplains, farm everywhere and create a GP farm.
I disagree. Specialists are good for generating great people points but are not as good as towns at generating gold and hammers in the middle to late game.
Here follow some rough numbers from a modern age game:
In the modern era, a flood plain tile generate 5 food plus 1 gold. A town on that same tile generates 9 gold (w/finanical trait, otherwise 8 gold,) 3 food and a hammer.
The farm (with biology) allows for 5 food for 1.5 specialists (2 food to work the tile leaving 3 food for specialists.) 1.5 merchants = 4.5 gold + 1 gold for the tile = 5.5 gold.
The town tile gives you 3 food for half a specialist (need 2 food to work the tile) for 1.5 gold + 8 (or 9) gold = 9.5 or 10.5 gold, plus the hammer which can be converted to 1 gold[1], gives you a total of 10.5 or 11.5 gold.
10.5 (or 11.5 gold) versus 5.5 gold.
** Therefore, the town tile generates 5 or 6 more gold than the farm tile. **
Great leaders produce a massive amount of research/prod/culture which needs to be take into account. I've seen great engineers add 840 hammers to a project, and great leaders add 1100ish research to a tech.[2]
So to equal a town tile, you need to generate a great engineer every 840/5 = 168 turns (or 140 turns if you have the finance trait), or a great leader every 1100/5 = 220 turns (or 183 turns). The number of turns it takes to create a great leader increases by a 100 each time. (100 for the first, 200 for the second...). 1.5 specialists generate 4.5 leader points: 100 / 4.5 = 22 turns. 44 turns for the 2nd, etc.. So it's better to generate the first 3-5 or so great leaders using farms and specialists, and then switching over to towns. If you consider a hammer to be worth 3 gold[3], then using specialists to create great leaders isn't worth the effort.
Given that there are limits on the # of specialists you can make (unless you use the caste civic,) and that the cost for great people increases quickly, I would say that you're better off putting cottages on flood plains towards the early middle game. In the beginning you're probably better off using the food to rush build things using the slavery civic. I do not think it is wise to optimize a city for great leader production at the expense of gold or production generation.
Plus, unless you're very, very careful, you cannot guarantee what type of great leader you will get. Plus, you cannot choose the tech that the great leader will add points to. And in the case of the great merchant leader, you have to send him far way to increase the amount of gold he produces. I have no information on the amount of gold the great merchant generates, so it could be worthwhile or maybe not.
I'm of the opinion that specialists are better for tweaking your empire, such as getting a little more gold out of a few cities so you can increase your research by another 10%, or for creating culture.
Culture generation is different from research/gold/hammers, so I'm not going to speculate on whether farms or towns are better for culture generation.
All IMHO, of course.
[1] From a game mechanics point of view, 1 gold = 1 hammer = 1 beaker, so they're pretty interchangable.[3]
[2] I haven't verified if the costs of techs/wonders/prod scales at the same rate as the amounts provided by great leaders.
[3] Actually it costs 3 gold to rush 1 hammer of production, so that 1 hammer provided by a town is pretty signficant.