WoundedKnight said:
I could post screenshots, but what would it accomplish? The figures with a breakdown of the benefits I posted here should be adequately clear, and it seems doubtful that screenies would help. Survive until the late game?!?! In my last game I had 2.5-3x the score of all of the AI players from the middle ages on.
It would prove that yer not just talkin out yer ass, lol. Take a screen shot of your capitol in each age and lets see how it develops over time.
And if your strategy leads you to just a great score, maybe its time to turn the difficulty up a couple notches?
WoundedKnight said:
I never have food problems, my cities continue to grow...The fact that hills with mines do not produce self-supporting amounts of food is (obviously) made up for the fact that the city radius includes tiles that make up more than their own food consumption: grasslands, coast/ocean + lighthouse, flood plains, river/watermill with state property, etc. If you focus on making every tile produce food as you imply, you will have an unhealthy, unhappy, poor, backwards, and unproductive civilization. That's a whole concept of CIV: specialization. Not every city and not every tile has to do everything; it's better to do one thing well that works in combination with other aspects than to try to create hybrids that do a little of everything but do nothing very well.
Grasslands and coast/ocean do not net you any
extra food. Yes they provide the two food needed to be able to work another tile, but unless that next tile also provides two food your city will eventually go into a grow/starve cycle. Unfarmed flood plains net +1 food, which means the next tile can only have +1 food and you break even, stagnating. Watermills are great, you can build them at Machinery and get +1 hammer, but you can't get that +1 food until Communism. That's a long, long ways off. If its a grassy tile, you're fine, since the 2 food feeds itself, but a plains tile wont generate enough food until much later in the game. The situation is the same if you put a windmill on a plains hill, you only get +1 food out of it, where as a grassy hill with a windmill gets you +2 food and +2 hammers. The only way to work a plains mine early game is to have a farmed flood plain or two non-farmed flood plains, and then your food breaks even and growth stops.
All of the comparisons you have been making between lumbermills/windmills/watermills are apples to oranges. Your watermill numbers come from the late game after all of the applicable upgrades for it have been discovered and you're running a specific civic, yet your numbers for windmills and lumbermills only use the base values.
WoundedKnight said:
If you still don't get it, that's okay...it doesn't hurt my feelings, but it's pretty clear that you are criticizing something that you have not tried and do not understand. Feel free to run with your farm/windmill approach, but you will have a poor economy and slow research -- be prepared to get demolished by others in multiplayer.
Ah yes, nice personal attack. I disagree with your strategy so obviously I must not understand? Maybe you should re-read my posting? I understand the affects of all of the tiles and improvements, what I dont understand is how you are making use of so many tiles with so little
extra food. Don't get me wrong, I build my fair share of cottages too, and the occasional watermill, but your strategy of watermills on rivers and cottages everywhere else seems suspect. And relying on flood plains and state property is not the answer since state property is a long ways into the game, and flood plains arent everywhere. Lastly, please quote where I said to farm/windmill every tile like you did for cottage/watermill.
All tile improvements are useful, but a blanket statement like your strategy guide makes is damaging to noobs. Each city needs to be carefully evaluated, each tile needs to be carefully evaluated for the situation you're in. Rather than providing a blanket statement try providing specific examples (including screen shots and tech level) to teach noobs when its good to build which type of improvement.