I was thinking about going for a hammer-heavy economy in my next game if the map permits, and came up with a few questions about that sort of thing:
1: How early to start pushing hammers? Obviously every economy gets a big boost in the Democracy/Printing-Press/Biology/Communism era, but hammers in particular seem to struggle at the very beginning. Workshops without any bonuses are terrible, and converting them to anything requires Alphabet/Currency to even be possible.
2: Should you build Libraries and other non-hammer multiplier buildings? They don’t apply to producing Wealth/Research, but their opportunity cost should be lower in a high-hammer situation, and the specialist slots could be useful given the amount of farms you’ll have lying around to power hammer tiles.
3: Caste system or Slavery when you hit Code of Laws? I’m no great whipper, but you’re going to open slavery anyway, and switching can be painful. That said, Caste doubles the hammer output of workshops, and allows you to run specialists without the multiplier buildings, which could be a big leap.
4: Are there any traits or UU/UBs that really shine for Hammers? The only thing that really strikes me is that Financial is probably not up to its usual standards in such a scenario.
If anyone has anything significant I’ve missed on the subject, do feel free to pitch in as well, there are probably some odd or unintuitive tricks out there in our collective wisdom.
DT
Seeking Advice
1: How early to start pushing hammers? Obviously every economy gets a big boost in the Democracy/Printing-Press/Biology/Communism era, but hammers in particular seem to struggle at the very beginning. Workshops without any bonuses are terrible, and converting them to anything requires Alphabet/Currency to even be possible.
2: Should you build Libraries and other non-hammer multiplier buildings? They don’t apply to producing Wealth/Research, but their opportunity cost should be lower in a high-hammer situation, and the specialist slots could be useful given the amount of farms you’ll have lying around to power hammer tiles.
3: Caste system or Slavery when you hit Code of Laws? I’m no great whipper, but you’re going to open slavery anyway, and switching can be painful. That said, Caste doubles the hammer output of workshops, and allows you to run specialists without the multiplier buildings, which could be a big leap.
4: Are there any traits or UU/UBs that really shine for Hammers? The only thing that really strikes me is that Financial is probably not up to its usual standards in such a scenario.

If anyone has anything significant I’ve missed on the subject, do feel free to pitch in as well, there are probably some odd or unintuitive tricks out there in our collective wisdom.
DT
Seeking Advice
