Greetings, fellow Civ fanatics, I need your advice. I wish to discuss two related topics in this thread: one - a hammer economy, and two - a dedicated economy vs. a hybrid economy. But first, a little background discussion:
I studied the civic choices a while ago and I came to the conclusion that the Firaxis developers designed the game with three main strategy paths in mind: the specialist economy, the hammer economy, and the cottage economy.
The Cottage Economy strategy is to spam cottages ALL OVER practically EVERY TILE in EVERY city. You turtle until you research democracy. With printing press and liberalism you can now run free speech and each town gives you 7 commerce. With Universal Suffrage you will get a hammer per town as well. Throw in free market for an extra 6-10 commerce per city. This is the peacemonger strategy, allowing you to out-tech your rivals and go for the space win. You'll need good relations with at least a few civs to get the most out of your trade routes. You will have a really high GNP and lower production, but you can make up for that with the rush buying ability of US.
Cottage economy summary:
Early/Classic Game: with writing and currency
per food neutral tile: 4 commerce
mulitpliers: 25% beakers and gold
Mid/Enlightenment Game: with Liberalism, Guilds, Banking, Education, Astronomy, Printing Press, and Democracy
per food neutral tile: 7 commerce, 1 hammer
multipliers: 75% science, 100% gold (library, university, observatory, merchant, grocer, bank)
IMPORTANT NOTE: these numbers are effected by the luxury slider. If the slider is at 20%, 7 commerce becomes 7 - 1.4 = 5.6. However, this is somewhat mitigated by the extra commerce generated by free market.
Specialist Economy
This, in its purest form, would entail farming over almost everything and running as many specialists as possible. The best civics to run would be Representation and Caste System. Also, any civics that raise your happy/healthy caps would be good choices as well, such as nationalism (for free +2 happy) and evironmentalism.
Early/Classic Game: with writing and currency:
per specialist: 3 beakers or 3 gold or 1 hammer + 1 gold or 2 hammers or 4 esp points + 1 beaker. For the purposes of comparison, we'll say 3 gold. All specialists generate 3 GPP as well.
So per food neutral (irrigated grassland) tile: 1.5 gold and 1.5 GPPs
multipliers: 25% gold, 25% beakers
Late/Industrial Game: with education, guilds, banking, atronomy, biology, and constitution
1 specialist per food neutral tile
per tile: 3 gold + 3 beakers (or 6 beakers), and 3 GPPs.
Multipliers: 75% beakers, 100% gold
Hammer Economy:
Now this is the real reason I started this thread - to look at the viability of a hammer economy. What if you ran caste system and state property, and then workshopped all your land? Let's see how it compares
Late/Industrial Game: with assembly line, state property
per food neutral tile: 4 hammers
multipliers: 75% (with coal or oil) hammer multiplier, plus 10% for SP = 85%
Each tile would yield 7.4 hammers after being multiplied. If you converted that to beakers it still isn't quite as impressive as a 7 commerce tile being multiplied 75% ( for around 11.5 beakers).
Discussion
Alright, so my thinking was, would it be possible to create an empire full of nothing but hammer-heavy cities and would it be able to stand up to the other two economy types. The hammer economy could obviously out-produce the other two in war time, flooding the enemy with units. The hammer economy is thus a warmonger's economy and given that it uses State Property, would lend itself to creating a very large empire. Could it keep up in tech? Well, if a hammer heavy city were to "build" beakers it could produce around 7 beakers per food neutral tile. This is a bit behind the 11.5 per tile generated by a CE or 10.5 (6 * 1.75) per tile generated in a SE. Keep in mind that the CE number will be reduced by the luxury slider whereas the other two will not. It seems that on a per city basis the hammer economy could not generate quite as much tech as the other two, but that should be expected. The hammer empire is going to be huge and so it can keep up or even get a tech advantage due to having many more cities than the CE, for example.
Now, I have some questions. First of all, have any of you tried to use a hammer economy? At full steam it does seem impressive to me, but it takes a long time to get up and running - State Property comes very late, but then again so does democracy and biology. The problem, however, is that before State Property the hammer economy seems a lot less powerful, with each tile yielding as little as 2 hammers.
Also, am I just crazy for trying to make a completely dedicated economy? This is the second reason I started this thread. It seems that many people run a hybrid economy, with cottages, specialists, and hammer cities. This does make sense in a way, but the drawback to that is you cannot choose civics that will optimize any cities. Representation boosts specialists but does nothing for towns, and the opposite is true of Universal Suffrage. A hammer economy would probably benefit best from Police State. Free speech boosts your commerce cities, does nothing for other cities. State Property boosts your hammer cities but does nothing for other cities. Specialists would do better under mercantilism or evironmentalism, and commerce cities do better with free market.
So I can't figure out what Firaxis was trying to do. Were they really expecting us to have all 3 types of economic inputs in our economy with a mix of cottages, specialists and hammer cities, or did they want us to follow a "strategy path" ?? What have you found works best for you? How much do you mix it up?
I studied the civic choices a while ago and I came to the conclusion that the Firaxis developers designed the game with three main strategy paths in mind: the specialist economy, the hammer economy, and the cottage economy.
The Cottage Economy strategy is to spam cottages ALL OVER practically EVERY TILE in EVERY city. You turtle until you research democracy. With printing press and liberalism you can now run free speech and each town gives you 7 commerce. With Universal Suffrage you will get a hammer per town as well. Throw in free market for an extra 6-10 commerce per city. This is the peacemonger strategy, allowing you to out-tech your rivals and go for the space win. You'll need good relations with at least a few civs to get the most out of your trade routes. You will have a really high GNP and lower production, but you can make up for that with the rush buying ability of US.
Cottage economy summary:
Early/Classic Game: with writing and currency
per food neutral tile: 4 commerce
mulitpliers: 25% beakers and gold
Mid/Enlightenment Game: with Liberalism, Guilds, Banking, Education, Astronomy, Printing Press, and Democracy
per food neutral tile: 7 commerce, 1 hammer
multipliers: 75% science, 100% gold (library, university, observatory, merchant, grocer, bank)
IMPORTANT NOTE: these numbers are effected by the luxury slider. If the slider is at 20%, 7 commerce becomes 7 - 1.4 = 5.6. However, this is somewhat mitigated by the extra commerce generated by free market.
Specialist Economy
This, in its purest form, would entail farming over almost everything and running as many specialists as possible. The best civics to run would be Representation and Caste System. Also, any civics that raise your happy/healthy caps would be good choices as well, such as nationalism (for free +2 happy) and evironmentalism.
Early/Classic Game: with writing and currency:
per specialist: 3 beakers or 3 gold or 1 hammer + 1 gold or 2 hammers or 4 esp points + 1 beaker. For the purposes of comparison, we'll say 3 gold. All specialists generate 3 GPP as well.
So per food neutral (irrigated grassland) tile: 1.5 gold and 1.5 GPPs
multipliers: 25% gold, 25% beakers
Late/Industrial Game: with education, guilds, banking, atronomy, biology, and constitution
1 specialist per food neutral tile
per tile: 3 gold + 3 beakers (or 6 beakers), and 3 GPPs.
Multipliers: 75% beakers, 100% gold
Hammer Economy:
Now this is the real reason I started this thread - to look at the viability of a hammer economy. What if you ran caste system and state property, and then workshopped all your land? Let's see how it compares
Late/Industrial Game: with assembly line, state property
per food neutral tile: 4 hammers
multipliers: 75% (with coal or oil) hammer multiplier, plus 10% for SP = 85%
Each tile would yield 7.4 hammers after being multiplied. If you converted that to beakers it still isn't quite as impressive as a 7 commerce tile being multiplied 75% ( for around 11.5 beakers).
Discussion
Alright, so my thinking was, would it be possible to create an empire full of nothing but hammer-heavy cities and would it be able to stand up to the other two economy types. The hammer economy could obviously out-produce the other two in war time, flooding the enemy with units. The hammer economy is thus a warmonger's economy and given that it uses State Property, would lend itself to creating a very large empire. Could it keep up in tech? Well, if a hammer heavy city were to "build" beakers it could produce around 7 beakers per food neutral tile. This is a bit behind the 11.5 per tile generated by a CE or 10.5 (6 * 1.75) per tile generated in a SE. Keep in mind that the CE number will be reduced by the luxury slider whereas the other two will not. It seems that on a per city basis the hammer economy could not generate quite as much tech as the other two, but that should be expected. The hammer empire is going to be huge and so it can keep up or even get a tech advantage due to having many more cities than the CE, for example.
Now, I have some questions. First of all, have any of you tried to use a hammer economy? At full steam it does seem impressive to me, but it takes a long time to get up and running - State Property comes very late, but then again so does democracy and biology. The problem, however, is that before State Property the hammer economy seems a lot less powerful, with each tile yielding as little as 2 hammers.
Also, am I just crazy for trying to make a completely dedicated economy? This is the second reason I started this thread. It seems that many people run a hybrid economy, with cottages, specialists, and hammer cities. This does make sense in a way, but the drawback to that is you cannot choose civics that will optimize any cities. Representation boosts specialists but does nothing for towns, and the opposite is true of Universal Suffrage. A hammer economy would probably benefit best from Police State. Free speech boosts your commerce cities, does nothing for other cities. State Property boosts your hammer cities but does nothing for other cities. Specialists would do better under mercantilism or evironmentalism, and commerce cities do better with free market.
So I can't figure out what Firaxis was trying to do. Were they really expecting us to have all 3 types of economic inputs in our economy with a mix of cottages, specialists and hammer cities, or did they want us to follow a "strategy path" ?? What have you found works best for you? How much do you mix it up?