View Full Version : Balanced hut results?


Mik1984
Apr 05, 2008, 07:13 AM
What about an option to make the village results balanced?

Barbs
It seems that with the possibility of reloading the game and entering the hut one turn later to get a different result something like barbs jumping out of village and you getting nothing makes no sense. It just provokes you to reload the game.

Actualization

It seems that when you go into the villages later on, you might get a better tech. Why not actualize other results, like delivering you a bigger pile of gold or a more modern unit than a scout or a warrior?

Refar
Apr 05, 2008, 07:22 AM
Uncheck "New Random Seed on Reload" and to prevent you from getting different results on reloading - does not just affect huts, but alos combat results and such. Makes your life a lot easier - at least the gaming part of it - if you know, that reloading will not help.

Overall i dont think huts need to be balanced - they are random - sometimes you get something cool - giving you some early boost. On other day it's just rubbish. Not beeing too balanced is what makes the huts fun.

A possibility of getting somewhat more advanced unit or a bit more money later on might still be fun - i.e. on map types where huts tend to survie till late.

Jerrymander
Apr 05, 2008, 07:24 AM
Yeah, if the huts were balanced, the game would be communist. What if each leader had the same traits, same UU, and same UB? It'd be balanced, but not as fun. Being unbalanced is half the fun of Civ, in my opinion.

MyOtherName
Apr 05, 2008, 05:50 PM
It just provokes you to reload the game.
No, it doesn't provoke me to reload the game. Why would it? :confused:


Uncheck "New Random Seed on Reload" and to prevent you from getting different results on reloading
It doesn't prevent you from getting different results if you pop the hut on a different turn.

Refar
Apr 05, 2008, 05:58 PM
Yea sure. Still a improvement over just "Now i will reload till i pop Fission from this one" :lol:

BalbanesBeoulve
Apr 05, 2008, 06:02 PM
The most balanced hut results are no hut results. I play with them turned off. on higher levels the AI will get most of them anyway because they start with more scouts/archers plus they're noble difficulty.

magicalsushi
Apr 07, 2008, 08:05 AM
I've turned them off too. They make far too much difference to the game, for something essentially almost completely random. I could play really badly for the first few hundred years but still do well because I happened to pop Horseback Riding and Iron Working, then in my next game I could plan things carefully and play well but struggle because I popped nothing but maps while my neighbour popped tech after tech. I'd rather the result of the game reflected the skill of the players, not how lucky they were with the goody huts.

SerriaFox
Apr 07, 2008, 09:19 AM
Over notice if your first hut is a tech, every hut is a tech?
If your first hut is money then every hut is money?

Seem to me the random seed need alot of work cuase it feels like:

ok player 1 rolled ten on the first turn so every goody hut is tech

player 2 roll 2 so every hut is a barb.

and doesn't change for the game?

Refar
Apr 07, 2008, 09:47 AM
Over notice if your first hut is a tech, every hut is a tech?
If your first hut is money then every hut is money?

Seem to me the random seed need alot of work cuase it feels like:

ok player 1 rolled ten on the first turn so every goody hut is tech

player 2 roll 2 so every hut is a barb.

and doesn't change for the game?Rejoice everyone. We just witnessed the birth of another RNG urban myth. :rolleyes:

SerriaFox
Apr 07, 2008, 10:00 AM
Rejoice everyone. We just witnessed the birth of another RNG urban myth. :rolleyes:

I can't tell, I am new around here does that mean you have notice, or that you think I am just remembering random games (where it did happen and discounting game it did not).

P.S. what is RNG?

BSmith1068
Apr 07, 2008, 10:14 AM
I can't tell, I am new around here does that mean you have notice, or that you think I am just remembering random games (where it did happen and discounting game it did not).


Likely the latter - but I'll let Refar speak for himself. As for RNG - it stands for Random Number Generator, and is the "engine" behind determining what results you get in a whole host of situations in the game (like combat, huts, random events, etc.)

Refar
Apr 07, 2008, 10:41 AM
Sorry, wasn't meant to attack you.
I do think it is kind of "Selective Memory" - sometimes we will notice something that stirkes us odd in a game - like: "oh, look, i popped 3 huts in this one game and got barbs every time [pissed]" - such stuff sticks into memory, while "normal" occurences tend to be forgotten.

I am quite sure there nothing in the game to make the huts deliver same results purposedly.

Mik1984
Apr 08, 2008, 07:22 AM
No, it doesn't provoke me to reload the game. Why would it? :confused:



It doesn't prevent you from getting different results if you pop the hut on a different turn.


You just answered yourself. You reload the game to enter the hut next turn. If you can't, because other civ will steal it from you, you haven't lost anything anyway.

That's the pain of not having the iron man rule. When you are playing on Immortal, you are doing EVERYTHING possible to enhance your gameplay and not reloading in order to have a chance to get something from the hut and to save your most probably only exploring unit... that's to demoralizing.

Pir Lan Tota
Apr 08, 2008, 08:30 AM
I tend to turn off hutts...they piss me off and tend to really be unbalanced....some ppl pop iron working so quickly, makes no sense. If you like it, play with it on, if not turn it off and rely on your early civ skills instead of goodie hutts....

neckface
Apr 08, 2008, 02:05 PM
I tend to turn off hutts...they piss me off and tend to really be unbalanced....some ppl pop iron working so quickly, makes no sense. If you like it, play with it on, if not turn it off and rely on your early civ skills instead of goodie hutts....

Not so fast, it is indeed a tactical decision to exlore and pop huts.
"Do I invest in a Scout or more warriors to explore thoroughly and pop huts before my foes, or do I invest in units to defend the capital first, or do I divert hammers elsewhere?"

Just like the advantages or obstacles faced with drawing your starting area, I personally like the advantage/disadvantage hut results can provide.
:hide:

PsychoCuten
Apr 08, 2008, 02:52 PM
In my homebrew mod, huts only pop scouts, maps or barbs. All I get is barbs or water maps (how did they chart out the ocean in fishing boats???), but at least now the AI doesn't get a bajilion techs for free.

Supr49er
Apr 08, 2008, 03:10 PM
In my homebrew mod, huts only pop scouts, maps or barbs. All I get is barbs or water maps (how did they chart out the ocean in fishing boats???), but at least now the AI doesn't get a bajilion techs for free.

Welcome to the Forums PsychoCuten. :beer:

Maybe their fishng boats were captained by Thor Heyerdahl (Kon-Tiki and Ra). ;)

PsychoCuten
Apr 08, 2008, 03:25 PM
Thanks Supr49er! I've been a long time lurker, and recently I've felt the need to share my thoughts on this game's balance (or lack thereof) with the rest of the community.

MyOtherName
Apr 08, 2008, 09:07 PM
You reload the game to enter the hut next turn.
No, I do not; I think that's a silly thing to do. For someone who has watched me play, you presume an awful lot about how I play....

(My point is rhetorical, of course -- I mean for you to reflect upon why you would do it, and why you think that it's a 'normal' thing to do)

Gypsy1220
Apr 09, 2008, 08:00 AM
I've been ratcheting up the difficulty level and experimenting with my game play. I was a pretty classic "builder/peacemonger" well since Civ II. With the higher difficulty levels, I have also found that goody huts seem to be my undoing. AI seems to pop a lot of techs from the huts (again, probably selective memory, but that is why I experiment). Currently playing an Immortal Pangea game (Marathon/Standard size, playing as Bod of Celts). Not a civ that normally techs real well (no bonuses like financial or organized that lets me keep sci slider at 90/100%, no discounts on sci buildings). I turned off goody huts for this game. Currently nearing 500 BC, and am keeping pace with Mansa and Qin (scoreboard leaders, but only by a small margin). Everyones techs are still really close. In other Immortal games, I would have been 3-4 important techs behind by this point. Being 1st game with huts turned off, could just be an anomoly, but it does make for different game play. Don't have to try to build a couple of scouts early to prevent the AI from grabbing all the huts.

One of the down sides, with no huts, I had no gold until just before I built my 2nd city. While I had no gold, I got 3 "events" where the lovely forest surrounding my Capital burned. With no gold, I lost the forest and gained an angry citizen. They were spaced so that I had about 3 turns of overlap where I had 3 angry citizens at once because of my "cruel oppression".

Interesting experiment none-the-less

Mik1984
Apr 09, 2008, 09:46 PM
You don't do research overflow management I suppose.