Hammers are symbols used on game maps to represent the number of accumulated facilities that a given civilised hex has constructed and presently maintains. The number of hammers possessed by a hex is determined by the hex type, which in turn is a product of infrastructure. Hex types range from 1 to 8, with a "1" indicating a highly civilised hex and an "8" indicating uncivilised wilderness. Thus, type-1 and type-2 hexes possess many hammers, while type-7 and type-8 hexes may have none at all.
Number of Hammers
Maps in which hammers appear have hexes that possess two designations: arable and non-arable. Arable hexes are primarily farm and pasture land. Non-arable hexes are those exploited for the sake of mining or quarrying. Type-1 to type-4 hexes are always designated as arable; type-5 to type-7 hexes may be arable or non-arable; and type-8 hexes are always treated as non-arable, though some may have the potential to be made arable. Since type-8 hexes don't gain hammers under any circumstances, they are not included on the table shown.
In addition to the hammers added by type, an additional +1 hammer is awarded if the hex includes a sufficiently sized river. A +1 hammer is also given for each settlement a hex includes. This means a type-7 hex might have one hammer, gained from a river, apparently making it equal to a type-6 hex. However, one hammer as it appears in a type-6 hex possesses a superior allotment of facilities by virtue of it being a more civilised hex.
Therefore, it's best not to think of "one hammer" as an isolated quantity. Each hex type may have different number of hammer, depending on its location and inclusion of a settlement. An assignment of "1" hammer may occur in three different hex types. Therefore, the number of hammers AND the hex type must be noted in allotting which facilities the hex includes.
Facilities are commercial and institutional spaces and constructed establishments designed to facilite an activity, such as inns, dockyards, schools, warehouses, guilds, theatres, palaces, law courts, arsenals and many other places. More complex facilities require a higher level of financial and social commitment to bring into being, often with a large number of persons to operate and maintain; therefore, facility variety depends on the civilisation of the hex. Type-1 hexes have many facilities; type-7 have very few; and type-8 have none at all.
The table below describes the presence of which facilities occur with each number of hammers, divided according to which type of hex. In each case, progressive hammer numbers include those facilities that are present with less hammers, usually in greater numbers. For example, if a single watermill occurs in a hex with 1 hammer, three such mills would exist in a hex with 2 hammers. Additionally, if it occurs in a type-7 hex, it would also occur in a type-6 or other more civilised hex. As such, when reading the table, include everything upwards and to the left in determining the facilities available.
|# Hammers||When Occurring in this Type|
|0||farm||1 hammer minimum||2 hammers minimum||3 hammers minimum||4 hammers minimum|
|1||boat dock, garner, hovel, ox tether, sawpit, thorp, watermill for grain, well||cloth mill, gong pit, hamlet, shearing station, windmill, winepress||bakery, carter post, granary, gravesites, irrigation pump|
|2||carter post, gong pit, shearing station||bakery, granary, gravesites, irrigation pump, shrine||gallows, guardpost, way station||cemetery, cottagecrafting, day market, hostel, manor,|
lower temple, quay, storehouse
|3||2 hammers maximum||cottagecrafting, guardpost, storehouse, way station||day market, hostel, quay||blacksmith, block house gamewarden, middle temple, village||barracks, demesne, glebe, inn, public house, warehouse, wharf, workshops|
|4||3 hammers maximum||demesne, inn, public house||keep, lighthouse||estate, monastery, prime temple|