Golden hammers

smurven

Chieftain
Joined
Jul 30, 2007
Messages
97
If you pick up a golden hammer, is it possible to drop it later in a town and add it to your city?
 
Give it to a worker, slave or another cheap unit that you can spare and delete the unit and the hammer will be left in the city. This is the only way (what I know of).
 
Give it to a worker, slave or another cheap unit that you can spare and delete the unit and the hammer will be left in the city. This is the only way (what I know of).

Yup, that's right, but it's definately an exploit that should have been fixed a while ago.
 
Hawks. They can pickup hammers and instantly rebase to other cities. (you can in fact pickup hammer & rebase & kill them all in one turn)

They're also cheap.
 
seems pretty weak to me that they cant be dropped once you pick them up. There should be better documentation that that is the case if killing your own units is considered an exploit. Otherwise someone (IE me) will pick them up to attempt to move them to another city. It would be OK if that wasn't allowed, but there should be a warning so you know and can choose if you want it to stay in the city it started in or to be equipment.
 
Actually it was planed to be able to transport them (at least at some point), but there were some problems with programming it. Thats why we have the current way of doing it.
 
You can also pick it up with a disciple unit and pop him for culture, just like killing but with a bonus. I imagine you could do the same with Mokka's Cauldron or the Demon's Altar (where you kill units for a reason).

edit: Soldiers of Kilmorph ought to work too...
 
I bet you could also give the golden hammer to a great person, settle the great person, and then settle the hammer.

(Note to self: make sure the Luchuirp are in the game next time you play as the Sidar)
 
I don't think you can really settle (which I take to mean place in a city as a building) the hammers. They aren't world specific equipment, like Dragon's Hoard or Crown of Ahkarien. (If they were, the Luchiurp would only one hammer total when they did their world spell.) So, I'm pretty sure you can't 'settle' them.
 
So, I'm pretty sure you can't 'settle' them.

Of course you can. For every settled one you get an engenier (or a great one, not sure which one)
 
You get a regular engineer for each one settled. Well I'm glad to know it isn't really an exploit so much as a solution hasn't been found to do it better yet. Those are some good ideas rather than sacrificing units (settling great people, spreading religion, etc).
 
I don't think you can really settle (which I take to mean place in a city as a building) the hammers. They aren't world specific equipment, like Dragon's Hoard or Crown of Ahkarien. (If they were, the Luchiurp would only one hammer total when they did their world spell.) So, I'm pretty sure you can't 'settle' them.

Of course you can settle Golden Hammers. They settle as free Engineer specialists. That's part of the whole point, and a good part of the reason why the Luchuirp are one of the most powerful civs in the game. Gifts of Nantosuelta on the first turn for a free Engineer on the first turn (and multiple Great Engineers early in the game) makes the Luchuirp winnable even for mediocre players on Deity.
 
Of course you can settle Golden Hammers. They settle as free Engineer specialists. That's part of the whole point, and a good part of the reason why the Luchuirp are one of the most powerful civs in the game. Gifts of Nantosuelta on the first turn for a free Engineer on the first turn (and multiple Great Engineers early in the game) makes the Luchuirp winnable even for mediocre players on Deity.
This is the number one reason why i wish the spell had a pre-req of construction or similiar. There was a thread a while back discussing the popping of the spell at turn 1 vs waiting, but unfortunately it seems most felt it was best to wait. I agree with you that it is nigh impossible to lose popping the spell turn 1 and settling the engineer.

I also think wood golems are completely overpowered, and should be strength 5, but that is probably best discussed in a separate thread.
 
Wood Golems are NOT over powered because they cant get promotions except empowerments
also, they are 50% stronger but, are 50% more expensive
so in other words they are equal
However it is odd that the can cast fire with Blasting Workshop (something flammable casting Fireball)
 
Wood Golems are NOT over powered because they cant get promotions except empowerments
also, they are 50% stronger but, are 50% more expensive
so in other words they are equal
However it is odd that the can cast fire with Blasting Workshop (something flammable casting Fireball)

While something made of wood using flame is a bit peculiar, it is a magical construct so I am ok with it. Also, their fireballs will never get empowerment or spell extension promotions so I don't view their using fireballs as being overpowered either.
 
While something made of wood using flame is a bit peculiar, it is a magical construct so I am ok with it. Also, their fireballs will never get empowerment or spell extension promotions so I don't view their using fireballs as being overpowered either.

Actually, I think the fireballs will get empowerment if the Golem has any of the Combat promotions, right? Which it would get automatically if you had Barnaxus promoted when the Golem was built.

Kind of a force multiplier... If you are the luchirp its better then mages as the mage has to be promoted all the way to Combat V where the Golem is automatically manufactured that way.

Josh
 
No, Golems don't get free Combat Promotions, they only get Empower promotions based on the Combat Promotions Barnaxus has. Barnaxus is the only golem whose fireballs would be empowered.

(In my version, the Empower promotions also grant themselves to summons. Thus Golems' fireballs would all be boosted by Barnaxus, and Djinni's summons (Djinni in my version are Arcane units with channeling 1 & 2, which means they start with free promotions based on the mana you own, and so would be able to use level 1 or 2 summoning spells) would be boosted based on the combat promotions of the archamage that summoned the Djinn.)
 
Isn't it a little exagerrated when you claim that the worldspell can make an immortal player move up to deity? Using it first turn is not that amazing if you can't build any wonders with the great engineers, because it would have been built by the time you reach the enabling tech. As for the extra hammers, that really only puts you on par with other AI's when it comes to worker building, and then only your capital, which will be building things other than workers after a while.
 
Isn't it a little exagerrated when you claim that the worldspell can make an immortal player move up to deity? Using it first turn is not that amazing if you can't build any wonders with the great engineers, because it would have been built by the time you reach the enabling tech. As for the extra hammers, that really only puts you on par with other AI's when it comes to worker building, and then only your capital, which will be building things other than workers after a while.

So, let's get a few things straight here.

A settled golden hammer gives you a free Engineer, normal engineer, in the city you build it in. If you go pacifist, that engineer will give you a Great engineer on turn 25, and another on turn 100.

At the point on turn 25 that you get the great engineer (You'll have researched, maybe one tech at that point) you'll be getting +5 Production and +3 science from the gambit of golden hammer usage. You'll also have a nice +50 production so far from the settled engineer,likely helping you build a Mud Golem, or a few warriors if you want to conquer someone next to you.

That +3 science turn 25 is really nothing to sneeze at, since very civ's will have many ways to even increase their commerce by that point (Only the lanun, or lucky civs near calender resources) but you'll be doing that.

And +5 production for the early game is really a whole darn lot. The second engineer I often use for wonder building to further increase my tech and production lead.

Never underestimate the power of a small bonus that lasts a long time. Growth in Civ is exponential, so changing your base value will greatly change your power over time.
 
Top Bottom