I basically agree with nbarclay, avoiding food surpluses is a good thing - it is best for example to tie up workers on plains cottages to stop the city growing beyond happy limits.
The utility of poprushing is precisely when the city is terminally low on hammers but has an abundance of food, so pop-rushing is the only way to get infrastructure in a timely fashion.
Now that said, a food rich start is still much, much, much stronger than a food poor start, I like grassland pigs more than grassland cattle.
If we take for example, a wide expanse of grassland, with a lot of grassland hills, and one resource.
A cow resource gives 2 food surplus and lets you work 2 hills, the three workers provide 8 hammers.
A pig gives 4 food surplus and lets you work 4 hills, a total of 12 hammers. And in the same way, grassland hills are stronger than plains hills, and grassland is generally stronger than plains.
Furthermore, the coverted (for me) 6 food tiles, allow a size 3 city to create 2 scientists and continue to grow at a respectable rate. If 2 cities have 6 food tiles I can create 4 scientists and generate enough great scientists to do some good things with. In comparison a start without the high food tiles will either kill the growth of the scientist cities (making the GS's come at a heavy price, kinda defeating the purpose of them), or they'll have to grow to size 4-5 first, slowing the whole thing down.
I saw somewhere someone said that "The difference between a food-rich and food-poor start is basically an entire difficulty level" and I'm inclined to agree.
The utility of poprushing is precisely when the city is terminally low on hammers but has an abundance of food, so pop-rushing is the only way to get infrastructure in a timely fashion.
Now that said, a food rich start is still much, much, much stronger than a food poor start, I like grassland pigs more than grassland cattle.
If we take for example, a wide expanse of grassland, with a lot of grassland hills, and one resource.
A cow resource gives 2 food surplus and lets you work 2 hills, the three workers provide 8 hammers.
A pig gives 4 food surplus and lets you work 4 hills, a total of 12 hammers. And in the same way, grassland hills are stronger than plains hills, and grassland is generally stronger than plains.
Furthermore, the coverted (for me) 6 food tiles, allow a size 3 city to create 2 scientists and continue to grow at a respectable rate. If 2 cities have 6 food tiles I can create 4 scientists and generate enough great scientists to do some good things with. In comparison a start without the high food tiles will either kill the growth of the scientist cities (making the GS's come at a heavy price, kinda defeating the purpose of them), or they'll have to grow to size 4-5 first, slowing the whole thing down.
I saw somewhere someone said that "The difference between a food-rich and food-poor start is basically an entire difficulty level" and I'm inclined to agree.
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