=
= 1
, so when I see that by converting to a mine to a windmill nets me more "stuff" then I do it.For unspecialized cities I find that windmills and waterwheels to be superior in the later stages of the game. I generally view 1=
= 1
, so when I see that by converting to a mine to a windmill nets me more "stuff" then I do it.
and
are most definately not equal to each other.
is by far the most valuable because it is worth either half a specialist which can be either (base) one
, 1.5 :wealth: or 1.5 :beakers: with an additional 1.5 :beakers: and 1.5 GPP (not to mention 1/2 vote). If you're working squares the food can be worth even more when towns come into play. Except when they're not.No, mines are far superior.

Only in some combinations of eras/technologies/civics. For example, with caste system, state property, and chemistry, the best possible production city without any special bonuses is 18 flat grassland and 2 flat plains. (use 20 workshops)Hills are great for production, there's no need to waste that.
while windmills/watermills/mines/forest+lumbermill all give either 1
1
or 2
.
+2 
+1
(+ commerce)
+4 
which means better trade routes and more citizens to whip if needed.![]()
and
are most definately not equal to each other.
is by far the most valuable because it is worth either half a specialist which can be either (base) one
, 1.5 :wealth: or 1.5 :beakers: with an additional 1.5 :beakers: and 1.5 GPP (not to mention 1/2 vote). If you're working squares the food can be worth even more when towns come into play.
Then again this is only if the city has the opportunity to exploit this food andhas not saturated its available pool.
to run 1 specialist. 2
to work the tile, and 2
to support the specialist. But you are right: One additional food, assuming you have enough to work the tile, is worth a half a specialist. Regardless,
are the hardest to come by, and have the fewest bonus buildings for most of the game
science: has monastery, library, university, observatory;
has grocer, market, bank;
has forge). You can never have enough
. So mines > windmills, assuming you have enough food elsewhere to work the tiles.are the hardest to come by
Workshops have gotten into full swing by that point or soon will (and CS is starting to compare better to slavery due to your cities maturing), the first hammer multiplier building has arrived (along with engineers), and you might be getting AP hammers or bonus priest hammers. So no, in that phase hammers aren't the hardest to get... especially since food is starting to run thin by that point (maturing cities) and biology is ages away.
and my workers tend to be forced to improve every square before Guilds for lack of anything else to do, and then I am too lazy for windmilling over my mines once windmills improve.You can never have enough.
Windmills win if you are in a golden age, otherwise mines.
I could be wrong here, but I think when running US and Environmentalism (thanks to the UN mostly) windmills have a better net return. With the Kremlin, slavery, and nationalism as well; windmills food and commerce can be leveraged into more drafted infantry, more rush buys, and more whips.
Taking the obvious best case scenario, let's say you are running US, Nat, Slav, Envir, and FR. You own the Kremlin. You are going for a transoceonic war with arty and infantry or infantry and air power. Which is better mines or mills?

For unspecialized cities ...<snip>
Yes, Kremlin messes up the balance of commerce/hammers.![]()
while fully ganked windmalls are +1
+1
and +4
(5
if financial)
~= 1
given the ease with which engineers can be run (I'm ignoring the marginal cost on unhealthiness, but also the marginal benefit of 1.5 GPP) , the ability to swap three mines -> windmalls and then convert a farm into a WS, or the ability to get two mills and swap a farm to a soon to be town. This then leaves me with 4
vs 1
. Given the base ratio of rush buying, it looks to me that US and Environmentalism beg you to mill over your mines.