The first question is: Why did you harvest? After harvesting resources, the output of the plot is nominally low, but what we get is an immediate one-off output, that is, we can overdraw the future output by harvesting resources. Then the question is, after we overdraw the output, how many rounds will we start to "lose money" compared with the situation of not cutting? Here, for example, our old horse cut down trees in the first wave, even if it was 50 hammers, it also made the city library go out five rounds ahead of schedule. There are more trees than none. Nominally, the population is on the plot, and after 50 rounds, we began to lose output. However, due to the small population of Civilization 6 and the large variance of plot output, we may not keep the population in this unit all the time. In addition, cutting down trees makes the city library five rounds ahead of schedule, resulting in more scientific research achievements of 10, so the time for losing money will be extended. What about the extra 10 scientific research to speed up the apprenticeship round? How many hammers will be produced in that round in many parts of the country? Further down, you can't calculate. Civilization VI is a snowball game. The sooner you start snowballing, the greater the advantage. What's more, it takes 50 rounds to start losing money even if you don't snowball (you know, a game is about 200 rounds).
The second question is: which plots can be harvested and which should not be harvested? Other respondents made this question very clear. Let me sum up: 1, the location of the area or spectacle to be photographed. 2. Cows without gods, bananas without festivals, and deer without hunting gods. 3, will not be the plot of the population. 3. There are projects in the city that need to be rushed out (for example, immigrants have to rush out to seize the city). 4. After harvesting in the city, there is no need for subsequent output.
The third question is: when to harvest? How to choose harvesting plots? This problem needs to be discussed according to the actual situation. The general principle is: if there are many similar yields in the early stage and there are other plots to replace them, then harvest them; If there is an urgent task to be completed in the medium term, you can harvest it; In the later stage, if the harvest can accelerate the formation of the city, it will be harvested. Take a banana as an example: 1. In the early stage, if a city has many high-grain plots (for example, there are two kinds of spices), then this banana can be cut down to rapidly increase the population, because even if this banana is cut down, the city can still increase the population through other grain-producing plots. But if the second ring road of this city is all 1-3 plots, then there is a 3- 1 banana. 2. In the middle of the grain-deficient city above, four feudal fields were opened. Population six, it takes six rounds to increase the population. Now the culture of the whole country is very scarce. At this time, it is necessary to cut bananas, speed up to seven people, unlock the geographical position, cooperate with tree cutting, build a theater as soon as possible, and help the whole country to culture, because at this time, we have other alternative plots and the urgent task of national culture, and the relative importance of a city's development is far less than its comprehensive national strength. 3. The city lacking food above has successfully increased its population to 9 through banana plantations and feudal fields. Now it's time to hang the rational card. At this time, it is necessary to cut bananas, increase the population to 10, and make policy additions. Because at this time, there is no need for subsequent development of the city, and it doesn't matter if it can't increase the population after being cut down.