If you have a hex with a hill and forest, you get one food and 2 production. If I then but a lumbermill on it, the production get's increased by 2, but if I remove the forest and then build a mine on it the production also get's increased by 2. (First you lose one but then get 3 production) Q: Why should I ever build a Lumbermill, when I have the same outcome with a mine but still get the production-bonus from cutting down the forest?

To clearify: You get more than 50 production for cutting down the forest and you just need one charge of you builder.

EDIT: I didn't express myself fully, the only Condition I want to be met is, that it's forst + hill. But if there are other boni I didn't notice (e.g. Tech that increases lumbermill production) please hint me on them.

  • Is this question of "why is one option better than another in this scenario"? Because that can be hard to answer. – Deltharis Oct 31 '16 at 12:55
  • Changed my Q, is it better now? I intendet to ask more generally but still have the forst + hill thingy. – KarlTheGreat Oct 31 '16 at 14:04

If you consider only the points you specified, the answer is simple. Just build the mine :).

There are only 2 reasons you should be considering while doing this (hills with forest - bear in mind that lumbermill can also be constructed on tiles without hills but with forest):

  • Religion that gives bonuses on forest tiles (I'm speaking from memory but afaik there was one bonus like that)

  • Buildings that require adjected forest (I think there was a wonder that require that... same as above, I speak from memory but I think there was one)

  • District adjacency bonuses like +1 faith for every two adjacent forest (woods) tiles

And... that's kind of it. This is only considering your exact scenario.

For endgame scenarios, with expanded cities you should read this post: http://forums.civfanatics.com/threads/mines-or-lumbermill.391185/ - apparently in endgame lumbers become better than the mines (it is a civ 5 post but I think it still applies here as well, although a bit less since districts and placed wonders limit the possible space).

  • Thanks for the Answer, the link provided was helpfull, even tho there are afaik no foodcosts in CIV 6. But still it reminds me that there are more things than production ^^ – KarlTheGreat Oct 31 '16 at 14:06
  • There is also at least one wonder that comes to mind that requires to be built on a wood tile. It might also be worth mentioning that wood can be planted later in the game! – Eric Nov 1 '16 at 8:08
  • If you have a lumber mill, does it still count as "old growth trees" for the +1 appeal to adjacent tiles once you get that civic? That's another potential great reason, especially in a culture victory. – Ethan Nov 1 '16 at 23:02
  • Doesn't removing the forest also kill 1 food? – David says Reinstate Monica Nov 4 '16 at 16:10
  • 3
    Forests increase the appeal of adjacent tiles by 1 – Dallium Nov 12 '16 at 2:30

Lumbermills get an extra cog when next to a river.

Your Answer

