Why do I want farms?

My end is not big cities, my end is victory. This thread was not intended to be relevant to people playing builder for its own sake.

And it is not , victory is achieved growing the cities to the max, not keeping them growing indefinitely for no purpose at all, reread what was written above and try to understand how that is the only thing that matters for the victory.
 
And it is not , victory is achieved growing the cities to the max, not keeping them growing indefinitely for no purpose at all, reread what was written above and try to understand how that is the only thing that matters for the victory.
Consider, if you will, that victory is not achieved by growing cities to the max, but merely to the level where you have better things to do than grow further.
 
For some reason no one itt has mentioned yet that population still results in Science. If you want to play optimally you should always keep growing as much as your amenities let you.

Though I do agree that food is less of a priority, hammers give the best value out of all yields by far in my opinion.



Tall and Wide are not mutually exclusive. The ideal option would be a tall and wide empire. In my recent Immortal game I managed to get a 12 city empire where every city had 14+ population upon finishing the game, with the capital at 22. (~T165 on Quick).
Science is a newbie trap. it increases your district cost.
 
Consider, if you will, that victory is not achieved by growing cities to the max, but merely to the level where you have better things to do than grow further.

The important thing is that you have to understand how keeping your cities growing is not the end goal of the game, and to reach that level where you have better things to do you must build some farm.
 
to reach that level where you have better things to do you must build some farm.
Okay. Tell me why that is. My opening post offers several reasons why it seems to me that, if I don't have nice tiles to work, I don't have to build any farms at all before I'm at the point where I have better things to do than focus on growth.
 
Already told millions times, what is op and clearly wrong in civ6 is that passives are too good compared to buildings, in fact you can navigate through most of the tech tree without ever building a campus and win. Thats clearly wrong, and allowed by the insane bonus given by passives compared to the very costy bonus given by districts.
 
Already told millions times, what is op and clearly wrong in civ6 is that passives are too good compared to buildings, in fact you can navigate through most of the tech tree without ever building a campus and win. Thats clearly wrong, and allowed by the insane bonus given by passives compared to the very costy bonus given by districts.
Here's some math!

Growing from size 7 to size 10 requires
  • 255 food
  • 100 cogs, say, to get the builder actions for 6 farms to make the housing.
  • 1.5 of your global amenities
and you get 3 research units (2.1 beakers 0.9 culture) per turn, and new tile yields.

Building a settler instead might cost merely 75 food and 150 cogs. The new city only needs 40 food or so before it's providing me with 3 research units and new tile yields. And that would consume only 0.5 global amenities. Throw in another 60 cogs for a monument to add in 2 more research units per turn. (or maybe 120 cogs if I want to rush buy and raise the gold by selling units at half price)

Building a campus and a library instead might cost 200 or so cogs, but it too would give you three beakers per turn (if just +1 adjacency bonus). Also, it makes the terrain better, creating a 2 beaker yield specialist slot. Also, GPP.

Or maybe I have enough undeveloped tiles that I could spend, say, 60 cogs to get a builder, which can improve my yields by several cogs per turn which is great if I'm being limited more by cogs than by research.

Do you see what I mean by saying that growth is expensive?
 
nobdy said it was free, it is expensive and it is worth it, also you pick all random numbers out of your head, why 7 size to 10 size? Those are just arbitrary nonsense numbers that means nothing
 
Science is a newbie trap. it increases your district cost.

Either you're being ironic or just genuinely dense. Science is not a newbie trap, it is the end that allows you military superiority and by far the easiest peaceful win condition on Immortal and Deity. Population is the means.

Scaling district cost is irrelevant because aside from Comm Hub > Ind Zone > Campus the districts hardly matter. I easily win all my science games without building a single Holy Site or Theatre Dist..
 
Farms give food and housing. Building them early and focusing on city growth increases the size of your cities more quickly, giving you more science, culture, and allowing you to quickly reach a decent size. Once that size is met, those farms provide food-rich tiles, allowing you to work more mines/citizens/etc with less tiles worked to maintain the population.

Farms are an important improvement.

/thread.
 
I ll always build 3 or 4 farms in most cities trying to max their adjacency. otherwise, i use internal trade routes for further growth. one per city going out to the best food hammer ratio
 
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