Hammer overflow

andre.human@gma

Chieftain
Joined
Apr 8, 2007
Messages
44
Can someone please explain to me how this works? I often see hammer oveflow from a previous build being able to be used on the next build. Where does this oveflow come from and is it somehow predictable?

Thanks A
 
well. it is very simple.

For exmaple, normal speed. No production modifiers.

Axe cost 35 hammers.
Whipping 1 population produce 30 hammers.
Whipping on turn 0 give penalty, do not do that.

So, you MM your city to produce less then 5 hammers on first turn. For example it was 4 hammers.

So, Axe still need 31 hammer to build. Now if you whipe it, it will take 2 population and produce 60 hammers.

31 of this 60 will be used by axe, 29 would be overflow, which will be going into next item you produce.

Some additional notes: overflow is never bigger then cost of unit/building you whipe (IE overflow from whipping warrior never bigger then 15, it's cost.
The excess of overflow would be converted to gold, I believe.
 
Thanks for that, Mutineer. So, do I understand you correctly: overflow will only happen when you whip production?

Also, while I am being dense... another thing that is a bit of a mystery to me is how trading of recourses work. For example, if I get a health of happiness resource in a trade, does it apply to all my cities? The reason I ask is that resources apply to the city they are found in and only extend to other cities when they are connected, right? So if my newest city is not yet connected to the other cities, the resource I got in trading will not apply to that city, right?

And what happens if the resource I got in the trade is, for example, copper - does the civ who gave me the copper in the trade have to mine it before I can make axemen? And if his enemy destroys the mine, does my copper supply end?

My thanks and compliments to all the helpfull people on this board!

André
 
well, whip is the only way to get resonably big overflow. Normal overflow hapened when you finish producing something and amound of hammers is bigger then needed to finish unit/building.

same axe example.
If you have an axe and allredy have 30 hammers in it and your city produce 10 hammers/turn. Then next turn you get an axe and 5 hammers will go into overflow.

All your cities get resources, but they need to be connected by trade network to your capital.
 
I have written a very complete and very thorough guide to exactly how hammer overflow works. It is (plus or minus some rounding) entirely predictable and there are some interesting things that happen as a result of overflow. Overflow can excee the cost of the previous build in some cases though contrary to what seems to be common belief.

The link is in my signature.
 
Health and happiness resources applie to all cities coneected to the resource. it need the appropriate tile improvement and a trade network (usually road/river).

A civ can not trade a resource without it being connected (i.e. a copper mine) so if the mine is pillaged and the civ has no others then the trade ends.

Trade is capital to capital, so if a city is not connected to your capital you can't trade resources that it has and it doesn't benefit from the resources of your other cities or trade.

Basically improve and connect your resources then connect your cities.
 
I have written a very complete and very thorough guide to exactly how hammer overflow works. It is (plus or minus some rounding) entirely predictable and there are some interesting things that happen as a result of overflow. Overflow can excee the cost of the previous build in some cases though contrary to what seems to be common belief.

The link is in my signature.
this is not entirely true.

Overflow superior to the previous build's cost is converted to gold, as you know. In a buggy way, the converted overflow hammers aren't corrected for specific bonuses.

edit : maybe you're talking about the rare situation where you built something that costs less than your hammers/turn with more overflow than the cost of what you build but less than your hammers/turn.
 
maybe you're talking about the rare situation where you built something that costs less than your hammers/turn with more overflow than the cost of what you build but less than your hammers/turn.

Yes, I was describing this situation.

I'm not convinced that the way overflow is handled is a bug. If production bonuses were not factored back out of overflow hammers, the overflow system could be abused to generate unreasonable amounts of hammers instead of ridiculous amounts of gold with the current system.
 
Back
Top Bottom