Goody huts in GOTM good?

Should goody huts be in GOTM/COTM?

  • Yes

    Votes: 72 80.0%
  • Only with expansionist civs

    Votes: 8 8.9%
  • No

    Votes: 7 7.8%
  • Other

    Votes: 3 3.3%

  • Total voters
    90
LulThyme said:
As someone pointed out, if you look at COTM 6, those who got an extra settler got way better scores on QSC, but in the long term those population points far away will be less useful than those near the initial core, so I dont think the unbalance will be as big as some people fear.
Well, you cannot count that way. The essence is that the free settler gains turns, especially for getting to The Republic when tile proceeds are increased. Nothing that you'll do later if you didn't get it will ever make you catch up on turns.
 
ainwood said:
BTW - Even if we reach a majority consensus to keep the goody huts, I'm still interested in suggestions as to the best way of limiting the game-breaking potential of them. We're getting some suggestions, but the more the better!
Placing the huts far from the core should alleviate much of the problem. I remember one GOTM, I think it was 26-Han, where a hut from which those who popped it seemed to get settlers or towns was placed pretty close to Carthagenian territory. Those who reached the hut (probably no more than 25%) could wedge themselves into the Carthagenian territory and claim some lambs. This struck me as a very reasonable award for devoting some resources to good scouting, especially since it would have been cumbersome to bring a settler, if that's what you popped, back to your core (i.e. not a big factor in the early expansion phase) and also entails a need for roads and some danger from the Carthagenians.

When we are born alone on an island I think you are wise to remove the huts or, as Roland Ehnström suggested, try to find some challenging spots on the surrounding islands to place them on. You could also put a hut on a narrow land strip on the starting island and then place a barb camp on a mountain that we'd have to get past.
 
I don't know if this is possible.... but. (Takes deep breath in case he is making an utter fool of himself)....

Would it be possible to change the settler unit to have the same stats and abilities as a worker or maybe a scout, and then make another unit with a different name with the Settler stats? Would we then pop settlers that actually acted like workers/scouts?

If this were true then the biggest drawback of GH's would be removed. You could still pop a city, but this is rare enough to be acceptable maybe.

I have no idea if my assumptions hold any water BTW.
 
mad-bax said:
I don't know if this is possible.... but. (Takes deep breath in case he is making an utter fool of himself)....

Would it be possible to change the settler unit to have the same stats and abilities as a worker or maybe a scout, and then make another unit with a different name with the Settler stats? Would we then pop settlers that actually acted like workers/scouts?

If this were true then the biggest drawback of GH's would be removed. You could still pop a city, but this is rare enough to be acceptable maybe.

I have no idea if my assumptions hold any water BTW.
Good idea - similar to what I alluded to before. But it would mean modding. :(
 
Sure. But it would not necessarily mean graphics downloads, as you could give the old settler the scout animations, and the new settler the old animations. I don't think the game mechanics would be affected in any other way would they?

Dunno... have to try it I guess.
 
I was bored, so I gave this a go. In the editor, I created a new unit, which I named Settler2 and gave the exact same properties as a normal Settler. Then I changed the normal Settler, to give it the exact same properties as a Worker. I also changed "Start Unit 2" from Settler to Settler2 (otherwise you would of course in effect start with two Workers and no Settler). And I made Settler2 available to everyone (except A Barbarian Chiefdom), and Settler available to no one.

This looked promising on paper, but when I poped a hut, expecting to get a Settler ("Worker"), I infact got a Settler2 ("Settler"). So I guess this doesn't work. :(

-- Roland
 
TimBentley said:
I would think you might have to switch start unit 1 and 2 (and change the free units for the AI appropriately).

Woohoo, this works perfectly! :goodjob:

Ainwood, this is a very simple mod. All you do, is switch Start Unit 1 and Start Unit 2 under "General Settings". Then you just need to go to "Difficulty Levels" and swap the number of free units between "Start unit type 1" and "Start unit type 2" for the difficulty level of this perticular C/GOTM. The result is that you get Workers instead of Settlers from huts, and as far as I can tell, there are absolutely no drawbacks. I definately think we should use this!

-- Roland
 

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Very interesting! This would be quite a big change though.

If we try this out, I would like to determine if we can prevent popping the worker by switching production to a settler or something (similar to how we can block getting a settler by setting production somewhere to a settler).

It would be kind of irritating to pop a bunch of workers light years from home!
 
I just spotted a comment by Mad Bax that has me thinking that turning the GH settlers into workers is not a good option. The comment was "You could still pop a city, but this is rare enough to be acceptable maybe."

Unless we can get rid of free towns, getting rid of the settlers is a bad idea. It would essentially make the free town even more unbalancing, because of the rareness of the event, in a similar way to Scientific leaders. As things stand, we usually get a fairly large group of players that pop a settler or town (I am guessing 25% or so). If there were no free settlers, then that group would drop to around 5% (another wild guess on percentage). Decreasing the number of players that get a free town, but not eliminating this imbalancing factor entirely, seems to just make things even more lopsided to me.

I would rather Ainwood keep managing the huts as he does: eliminating them in some games and trying to limit their potency in others.
 
grs said:
The expansionist trait will get weaker even.

Not necessarily. With this change, Ainwood can place far more huts close to our start without unbalancing the game too much. This way, the expansionist trait would be made stronger rather than weaker.

-- Roland
 
bradleyfeanor said:
Unless we can get rid of free towns, getting rid of the settlers is a bad idea. It would essentially make the free town even more unbalancing, because of the rareness of the event, in a similar way to Scientific leaders.

I disagree. The free towns you can get form huts are usually useless anyway, 'cause they are in less-than-optimal places on the map. (And Ainwood could carefully make sure that all huts are indeed in such very bad places.) A free settler is far better, and hence far more unbalancing, than a free town.

-- Roland
 
grs said:
My only question is: Why? It seems an overwhelming majority is pro keeping it the way it is.

No, this poll shows that an overwhelming majority wants to keep goody huts rather than remove them. However, to find out if an overwhelming majority also want to keep the possibility to get Settlers from huts, rather than mod it so that we get Workers instead, we would have to start a new poll. This poll wouldn't ask "Should goody huts be in GOTM/COTM?" but rather "Should goody huts be modded to give Workers rather than Settlers?" which is a completely different question.

-- Roland
 
Roland Ehnström said:
I disagree. The free towns you can get form huts are usually useless anyway, 'cause they are in less-than-optimal places on the map. (And Ainwood could carefully make sure that all huts are indeed in such very bad places.)

You are right. If the huts were placed in poor locations for cities, they would not be very imbalancing. Good point.
 
Very good work, Roland. Sounds promising.
We wouldn't need to mod it, right?

So, then we could have more goody huts in very bad places, ok, you might get techs, but that's not that unbalancing since you can't choose them!

I vote for getting this in (especially if no mod is required)
 
socralynnek said:
Very good work, Roland. Sounds promising.
We wouldn't need to mod it, right?

So, then we could have more goody huts in very bad places, ok, you might get techs, but that's not that unbalancing since you can't choose them!

I vote for getting this in (especially if no mod is required)

I think you misunderstood, sorry. This is a mod. The unit definitions (for the start units) have been changed in the editor to create this effect... :(

I am definately not in favour of modding the GOTM this way! I like the GOTMs to resemble the Epic game as much as possible, just like they are now.
 
Since I haven't read the COTM6 spoiler, I'm not sure how many GH's got popped. I managed to find 4, getting 25g, 2 techs (CB & WC) and a settler in the farthest corner from my core. I wouldn't call that "too good", more like below average for an expanionist.
 
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