I've had forests grow on tiles that only had a road, but I've never seen them take over a worked or otherwise improved square.
I agree with the path of balance. Chopping trees in the early game is great to get some early units and cities, espically because if you do it right you can 1) chop in a place where they'll grow back, 2) chop in a pace where you can't really use yet due to lack of fresh water, 3) chop out in the boonies (with an escort).
I'll agree that I find grassland forests to be alot more useful than plains forests.
Lumber mills add +1 hammer, then rails can add another +1.
Basicly forests are just another part of a grand balancing act you have to play for each city. Cities that abound with one resource will fall behind because of the others. I had one town grow to a huge population due to its lakes, grassland, and food bonuses, but the only way I could ever build improvement there was with slavery.
I've also noticed if you let the AI manage your citizens it defaults to a VERY slow growth rate. I don't know why. It seems to prefer sitting at +1, or +2 food even when the health barrier is far away and food tiles are open. I'll go to a city thinking "this city should be 25 by now, not 15", and I'll find it flooded with specialists or working tiles that don't encourage growth. I guess to take my game to the next level I'm gonna have to micro my own towns...
I agree with the path of balance. Chopping trees in the early game is great to get some early units and cities, espically because if you do it right you can 1) chop in a place where they'll grow back, 2) chop in a pace where you can't really use yet due to lack of fresh water, 3) chop out in the boonies (with an escort).
I'll agree that I find grassland forests to be alot more useful than plains forests.
Lumber mills add +1 hammer, then rails can add another +1.
Basicly forests are just another part of a grand balancing act you have to play for each city. Cities that abound with one resource will fall behind because of the others. I had one town grow to a huge population due to its lakes, grassland, and food bonuses, but the only way I could ever build improvement there was with slavery.
I've also noticed if you let the AI manage your citizens it defaults to a VERY slow growth rate. I don't know why. It seems to prefer sitting at +1, or +2 food even when the health barrier is far away and food tiles are open. I'll go to a city thinking "this city should be 25 by now, not 15", and I'll find it flooded with specialists or working tiles that don't encourage growth. I guess to take my game to the next level I'm gonna have to micro my own towns...
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