Hammer/Production Based Economy?

§L¥ Gµ¥

Prince
Joined
Oct 16, 2005
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Anyone ever tried this?

I stumbled upon this method playing a game last night, Continents, Prince, Huge, Epic, 14 opponents. I started on the small continent, with 4 civs. Playing as Victoria, I wanted to leverage the financial trait by cottage spamming as much as possible, but finding my start in the northern portion of a small continent, with only a small and thin jungle band, cottages were going to be a problem. Lack of floodplains and multiple food resources also made the specialist economy a less than attractive option, as well as the fact the pyramids were out of reach.

So after a few short and successful early wars against a very fast spreading mongol civilization and the establishment of a civilization with little commerce and science potential, I needed a solution or I'd be broke, so I started running one city on producing wealth. Then, since I had excess production, all my granaries, libraries and courthouses were complete early, and not wanting to spend more in maintenece, and the fact I didn't need excessive military to fund my war efforts [I was eyeing those jungle grasslands for research], I switched over some cities to producing research.

All the sudden my I was teching ahead with great speed, to the point where I was at par with Mansa on the other contienent in a setting where tech trading he would thrive.

So has anyone else tried this method out? I reckon this would be a pretty powerful strategy giving the layout of marginal terrain, as if memory serves me correctly, the production->research beakers counted towards the raw beaker total, making the library/university/oxford bonuses apply to them, and it allows for the flexibility of shifting between infrastructure, military, commerce and science easily. By itself it wouldn't give the benefits of a GP farm, but one can always throw one of those into the mix at any time. Or, when running war of expansion, you can shift your non-frontier cities to wealth and research while the ones in the mix with fighting can produce you 'meat sheild' less promoted troops.
 
Interesting question I'm playing kind of hammer economy myself. I use only three kind of cities always, science, GP farm and production no anything between aka hydrids and I'm doing good on Monarch. Actually my best games start when I can get 1 good science city, GP farm and 3-4 production cities. 3-4 production helps you pump out units to fill entire continent though 2 can do most of the times while the other 2 on idle can help with wealth or research or even culture. Hammer and food that's civ 4 for me briefly.

I don't think you can speak about Hammer Bases Economy I think you need some sort of science cities.
 
Wealth/research production is a lot better in Warlords than in vanilla Civ4. Still not a substitute for commerce, though.
 
I was under the impression the bonus was calculated that say I had my science slider was at 50%, I'd get 50% or my hammers turned to beakers, then add any of the bonuses applied to them via library/university/observatory etc.
 
§L¥ Gµ¥;4988470 said:
I was under the impression the bonus was calculated that say I had my science slider was at 50%, I'd get 50% or my hammers turned to beakers, then add any of the bonuses applied to them via library/university/observatory etc.

Commerce is turned to beakers at the science rate, not hammers. Hammers can directly build gold or science, given the right techs. It's probably not the best use of a scarce and precious resource, though.
 
The slider doesn't matter with production to beakers. If the slider is set to 50% then half of your commerce goes to science. That plus any specialist beakers goes through the science multipliers. Then 50% of your commerce plus any specialist gold and any shrine gold goes to money through the gold multipliers.

Hammers go through any hammer multipliers and then are converted to beakers. I think that they are converted on a one to one basis. This is better than vanilla where it was 2 hammers to 1 beaker, and the production multipliers didn't apply.

On the other hand, it does make these cities easy to build infrastructure for. All you need are the production multipliers and you are ready to crank out units, wonders, research or money.
 
Commerce is turned to beakers at the science rate, not hammers. Hammers can directly build gold or science, given the right techs. It's probably not the best use of a scarce and precious resource, though.


you're right, my mistake, I checked the savegame when I went home from work.
 
As a corollary, if your empire has more beaker multipliers (e.g. libraries) than gold multipliers (e.g. markets), then it's better to build Wealth and run the slider higher rather than building Research.

peace,
lilnev
 
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