Thoughts on this comment

How long ago?

A long time ago :). Some of the earlier deity players.


I think it would mostly tell you the speaker/poster was working from archived strategy articles from ~5 years ago :p

I initially posted in this thread because I thought it was interesting that the modern HE sounded a lot like the old time SE. (I haven't been reading archived strategy articles BTW :p. Not that there's anything wrong with that…).


SE is a misnomer in that you don't actually get the majority of research from your specialists. But as far as you can make a decision about where to get your non-capital, non-terrain commerce, non-trade route, non-tech trade research, it makes sense to differentiate between the cottage spam and specialist routes. Unless no one even does cottage spam anymore in which case it's entirely pointless :).
 
I'm going to start saying I used the TE in most standard games, claiming the majority of my research came from tech trades, trade routes, and resource trades with the AI (#Civ5similarity).

After that, I'll claim CSME, for the cottage specialist mine economy. I'll then proceed to the Fun Unit economy unless it looks like a better strategy to wait which really depends on the type of person you're dealing with or something.
 
The WBBE is obviously the best Phil. If I didn't use the WBBE I would lose every game!

:lol:. You're tempting me to play a game where I cottage every eligible non-resource tile and then call it either HE (I built units to win!) or SE (I used specialists in 4 different cities!).

Quite useful!
 
All very good arguments for sticking to CE/SE, which refer to tile improvements in specific types of cities.:)

Anyway, call them what you will, if we can just agree CE is bad, I am happy.:D
 
maybe something like this would work:
I had lots of brown land, very hammer heavy, so I had farms everywhere and a mix of windmills/mines, very few cottages, and a couple of GP farms, thus was running HR/BUR/Caste

or - my land was all grassland/river/calendar resources, lots of cottages and using watermills for production so I was running US/FS/Eman/SP/OR

I guess you can highlight the gist of your economy in about one sentence. I concede, two letters aren't enough unless we were to come up with some sort of agreed upon code based on a combination of two letters.
 
I have one question - do libraries/markets boost wealth/research?

Your CFC profile says you play on Prince, so I can only assume this question is meant to ask something other than what it seems to be asking.
 

very good, thanks...

I am trying for hammer economy
in this game
but so far it seems that workshop is not worked in any city (and not that i am surprised). if it wasn't for super-strong capital, I would have no commerce.

What do you guys make of this, why isn't the hammer economy working.
is it so good to switch caste system for slavery?

What should i change? this game seems tailor made for hammer economy.
 
Nicol.Bolas said:
What do you guys make of this, why isn't the hammer economy working.
Its probably not working because you are building rubbish improvements. Workshops at +2:hammers: -1:food: are basically turning flat tiles into unimproved forested hills (without Caste early Workshops actually make tiles worse than unimproved!), and those watermills are only 1:commerce: better yield than unimproved forest :cringe:...
Unfortunately I can't see if the worksops you built are +1 or +2 :hammers:, but either are very weak improvements.

Workshops aren't worth building in any real numbers till you have at least 2 of Caste, Guilds or Chemistry in play, at which point they give +3:hammers: -1:food: effectively turning a flat tile into a mined hill. Similarly Watermills aren't really worth touching till at least Replaceable Parts.

'Hammer Economies' tend to be something that replaces a previous setup in the late Medieval-early Renaissance, most typically replacing a farm heavy setup, which in its own right is kind of a 'Hammer Economy' :whipped:.
 
Its probably not working because you are building rubbish improvements. Workshops at +2:hammers: -1:food: are basically turning flat tiles into unimproved forested hills (without Caste early Workshops actually make tiles worse than unimproved!), and those watermills are only 1:commerce: better yield than unimproved forest :cringe:...
Unfortunately I can't see if the worksops you built are +1 or +2 :hammers:, but either are very weak improvements.

Workshops aren't worth building in any real numbers till you have at least 2 of Caste, Guilds or Chemistry in play, at which point they give +3:hammers: -1:food: effectively turning a flat tile into a mined hill. Similarly Watermills aren't really worth touching till at least Replaceable Parts.

'Hammer Economies' tend to be something that replaces a previous setup in the late Medieval-early Renaissance, most typically replacing a farm heavy setup, which in its own right is kind of a 'Hammer Economy' :whipped:.

so this is about bulldozing villages and towns then?
 
so this is about bulldozing villages and towns then?

No you shouldn't pretty much ever bull doze over towns as they need to be worked for ages to be good. Hammer economies are form of a hybrid economy that focuses on hammers more than commerce, and food is a form of hammers until state property. You are gaining a ridiculous amount of hammers per food that every one food that your city has you are getting like 3-5 hammers for.
 
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