Hammer Overflow

DaveMcW

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Oct 8, 2002
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Introduction

If you spend more hammers than are needed to complete something, Civ5 carries them over to the next project. This is called hammer overflow.


Production Modifiers

Hammer overflow uses the production modifiers from the last item you built. So if you have a stable and want to build a horseman and a worker, micromanage to horsman to be 1 hammer short of completion. Then you will get +15% on an entire turn of production to overflow into the worker.

If you really want a worker first, try to finish it with exactly 70 hammers. That way all the hammers you spend on the horseman get the stable bonus.


Income Limit

There is a two-part limit on hammer overflow. You can overflow up to your current income, or the cost of the last item, whichever is greater.

For example, if you are making 100h per turn and build 4 workers, your overflow will be 30h, 60h, 90h, 100h. Building up overflow this way lets you get a 1-turn head start on whatever you build next.


Cost Limit and Prebuilds

You can use prebuilds to get a much bigger head start. If you will unlock Utopia Project in 7 turns, and are making 100h per turn, set your build queue like this:

Worker 69/70
Longswordman 164/165
Cannon 249/250
Public School 349/350
Military Base 499/500
Stock Exchange 599/600
Brandenberg Gate 649/650

Each item increases your overflow limit, resulting in 650h hammer overflow being added to Utopia Project at the end!
 
Hahaha epic. Of course its costing you 2700 hammers for a 650 overflow, but if you have nothing better to build, this is totally worth it !
 
So you need multiple different builds to get additional overflow? I missed that when I was testing.

Interesting that overflow will make Spaceship Factories nearly useless if managed properly.
 
So you need multiple different builds to get additional overflow? I missed that when I was testing.

Interesting that overflow will make Spaceship Factories nearly useless if managed properly.

Seems like even if not useless, it makes more sense to set up spaceship factories at the bottom of the overflow described above rather than having them already up when starting a part.

Actually could be neat to have something flow from unit to factory to whatever plant to spaceship factory to part would be a nice way to start each part-city.
 
Terribly annoying that they didn't have that fixed. (adjusting for production bonuses)

Especially the overflow limit. A bad idea, to avoid Wonder rushing, that would be simpler if they just didn't add the overflow to Wonders/Projects... it just remains, until a non Wonder/Project is up.
 
Terribly annoying that they didn't have that fixed. (adjusting for production bonuses)

Especially the overflow limit. A bad idea, to avoid Wonder rushing, that would be simpler if they just didn't add the overflow to Wonders/Projects... it just remains, until a non Wonder/Project is up.

I agree.

As a Civ3 Veteran I like to micromanage my cities. With MM you can have a little advantage over the AI, which is needed on higher levels.

However, I don't like this overflow concept. It's just my feeling, but it looks exploitative and not like "gameplaying fun" in my eyes.

Regardless of that - once again: Thanks to DaveMcW for pointing that mechanic out!:king:
 
So, Civ5 offers the same overflow limits as Civ4 - very well.
The single difference is overflow current modifiers.
 
don't get it.. what am I missing? I'm not familiar with civ4 hammer overflow.

turn 1:
worker complete.
carry over 99.

turn 2:
LS complete.
carry over 100+99-1=198.

turn 3:
Cannon
carry over 100+198-1=297

turn 4:
Public School
100+297-1=396

turn 5:
Military Base
100+396-1=495

turn 6:
Stock Exchange
100+495-1=594

turn 7:
Brandenberg Gate
100+594-1=693
 
ok, think I do get it:
You can overflow up to your current income, or the cost of the last item, whichever is greater.

turn 1:
worker complete.
carry over 99.

turn 2:
LS complete.
carry over 100+99-1=198
Limit to 165.

turn 3:
Cannon
carry over 100+165-1=264
Limit to 250.

turn 4:
Public School
100+250-1=349

turn 5:
Military Base
100+349-1=448

turn 6:
Stock Exchange
100+448-1=547

turn 7:
Brandenberg Gate
100+547-1=646

is that correct?
 
don't get it.. what am I missing? I'm not familiar with civ4 hammer overflow.

turn 1:
worker complete.
carry over 99.

turn 2:
LS complete.
carry over 100+99-1=198.

turn 3:
Cannon
carry over 100+198-1=297

turn 4:
Public School
100+297-1=396

turn 5:
Military Base
100+396-1=495

turn 6:
Stock Exchange
100+495-1=594

turn 7:
Brandenberg Gate
100+594-1=693
Not right.
For Normal speed and 1.0.1.511:
Worker = 70
LS - i don't know what is it
Cannon = 185
Public School = 300
Military Base = 500
Stock Exchange = 500
Brandenberg Gate = 750
City production will be different while you produce units/buildings/wonders, but if it's average 100 you can get 585 hammers overflow this way:
100 after Worker,
185 after Cannon (LS - don't need)
285 after Public School
385 after Military Base
485 after Stock Exchange
585 after Brandenberg Gate
If you change Cannon to Theatre=200, for example, you will get 600 hammers overflow at the end. Or you need ~104 hammers per turn while you are building last 4 components.
Overflow should be less then max(current building cost, city production per turn).
 
op is quite old so i guess the costs have changed.
thanks for reply. whether or not I'll be able to queue them up, we'll see!
 
where is Martin Alvito?
 
op is quite old so i guess the costs have changed.
thanks for reply. whether or not I'll be able to queue them up, we'll see!
Yes, I wonder if it still works this way.

I recently tried the overflow method and it didn't really help significantly. I tried a pre-build of:

Giant Death Robot
Stealth Bomber
Modern Armor

and then working my way up to an Atomic Bomb and then a Nuclear Missile before going with the U.N. and the Utopia Project. I didn't get more than a turn or two of overflow in the end, so either I'm doing something wrong or they've changed the mechanics.

Another factor to consider is hammer degradation. I'm not sure how well the pre-build scenario works because if you wait too long to finish something, you start losing hammers. That limits how much pre-building you can do, and complicates the math if you are trying to chain things together.
 
it works the same.
hammers degrade after 10 turns of complete inactivity, so it can be avoided even queuing up 10 things.
 
where is Martin Alvito?

I like this guy...I don't know he posted here and there a few times since 6 months but i'm sure he will show up somewhere after June 19th :p. Maybe Wainy will appear too.
 
Meh, adding this to the list of little exploits that just doesnt seem right. Though, not as bad as others. Id say this is arguably legitimate to use, just not for me.
 
Hammer Overflow in an Industrial Era Start, with Statue of Liberty and Total War

Spoiler :
 
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