T-hawk Wrote:The new tile has to produce 4 yield to break even, accounting for the 2 extra food consumed on the grow-during-settler turn plus the normal 2 food for the new laborer on the next turn. (And break even is slightly less than even since he costs maintenance.) You need to be adding a really good tile to come out ahead, a resource or a floodplain farm or Biology farm, or else you're better off clicking "Avoid Growth" for that turn. (A river hill breaks even on yield, but by converting food to hammers at 1:1 which is not always good.)
That's often the case though, early game with low happy cap. And you want to minimize the number of turns needed to grow back to whip again. And you're often halted for two turns because you're putting overflow into a second settler/worker, in which case a three-yield tile is enough to break even.
I have to run.