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It will cost you a few villagers you could have produced instead anyway, so the economic advantage at first is more or less zero (It´s said, wheelbarrow is worth researching for 35+ villagers, handcart 50+). When feudal rushing, you can´t afford wheelbarrow at first, when heading for fast castle age, it will delay your castle time.
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Getting them instantly with no research time (blocking the tc) and no cost when reaching feudal/castle age as vikings makes them a very dynamic economic factor. The viking free wheel-/handcart is something special: While affecting all workers remarkably, both techs are available for all civs. Faster gold mining is relevant when you need a lot of gold in times of massing your army or paying expensive upgrades. It also depends on the benefit of the explicit ressource: Woodcutting bonus will help you booming when reaching castle age with the need of building town centers and a lot of farms. You just don´t cut that much wood in dark age.
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They cause minor effect in the dark/early feudal due to less %-bonus and because food is the main ressource then. Other economic advantages last over the whole length of the match like celtic woodcutting or turks´ goldmining. These bonuses seem to be of little worth, but they cause effect in the first minutes of the match, granting a remarkable advantage (due to very low eco this time) to get started better and probably support successful early aggressions such as fast feudal rushing. Keeping that in mind, the advantages reduces to 2-300+, depending on map circumstances. Mongols on 2 boar + 4 deer makes a plus of 3-400 ressources, not counting an additional mill for deer or probably long walkways. They are exactly worth the ressources you can additionally collect with the same amount of manpower/time.Ĭompared to a bonus-neutral civ, british sheperds on 8 sheep can collect 150+ additional ressources. There are economic advantages that cause effect on a limited time/ressource like british sheperds, mongol hunters or frankish berry-pickers.
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