cracker
Gil Favor's Sidekick
There are some threads on goody hut outcomes that have had posts from Mike B. at Firaxis and those are revealing. There are some sound management practices you must follow with goody huts in order to maximize your chances of finding valuable stuff.
Unfortunately, the goody hut code was written by a summer intern at Firaxis and I get the impression that the way some things function is not well documented of fully integrated in the game concept. The outcome is based on some choices that are available to each player at the time the hut is popped and then an RNG controls selection. 10 different players playing the same game can different outcomes from the same hut just depending on phase of the moon.
All of the ancient age techs can get popped from a goody hut if you have the prerequisites and don't have it blocked.
In general, it is not to your advantage to wait for a long time to pop huts, but if you can do things to make sure the hut outcome could give you the greatest value everytime, thne you will gain more of an advantage.
My choices in this game illustrate the points even though my strategy may not really have paid off due to resource positions and other random factors.
I set my research at The Wheel initially because that would have revealed horses and non of the other civs but Japan would have this tech. Since I was exploring, this left the options open to get Pottery, Alphabet, Warrior Code, Burial, or Iron Working out of a hut or by trade. Right, wrong, or indifferent, my logic was that none of the civs I would meet would naturally have the wheel.
In the next turn, I could see civs like Babylon, Zulus, Iroquois, and Egypt in my F11 list so I knew that there were a number of religious civs with burial, plus at least two expansionist civs with pottery.
One of my early huts gave me a regional map which in many cases may not be of great value, but it revealed a second hut off to the east by incense just as the Iroquois scout jumped out an popped the hut. In one turn I got a semi worthless map from a hut and saw the Iroqs poach another hut and that could have been fairly depressing. I salvaged the process by trading Masonry (my high value 4 pt starting tech) for Burial and Pottery (both 2 point techs) and 9 gold. So effectively my hut yield from that map hut was 80 points for gained techs, 9 pts for gold, plus 10 points for contact with the iroqs.
With these techs and completion of the wheel the hard way, I chose to block Warrior Code by choosing it as the next research target, because I could potentially get that in trade. This choice left me with only the options of getting Alphabet (5 factor), Iron Working (6 factor 2nd tier) or Mysticism (4 factor 2nd tier) as hut outcomes if the RNG spun up a tech.
Early on I was not getting a lot of hut results and I had the Iroquois scout poaching huts all around me. I saw the iroqs pop at least three huts that I could not get to with my slow moving 1 step units even though I was really close. Not getting huts plus the fact that all our neighbors and horses are so far away almost backfired for my strategy because it looked like I was gonna come up empty handed for a while.
One thing you have to be careful about with the F11 key is that it does not tell you where the civs are and you have to check the F11 key every turn or two to see if the order will shift and give you a glimpse of anybody new. This is discussed somewhere in the "Improving Your Opening Play Sequences" article.
Unfortunately, the goody hut code was written by a summer intern at Firaxis and I get the impression that the way some things function is not well documented of fully integrated in the game concept. The outcome is based on some choices that are available to each player at the time the hut is popped and then an RNG controls selection. 10 different players playing the same game can different outcomes from the same hut just depending on phase of the moon.
All of the ancient age techs can get popped from a goody hut if you have the prerequisites and don't have it blocked.
In general, it is not to your advantage to wait for a long time to pop huts, but if you can do things to make sure the hut outcome could give you the greatest value everytime, thne you will gain more of an advantage.
My choices in this game illustrate the points even though my strategy may not really have paid off due to resource positions and other random factors.
I set my research at The Wheel initially because that would have revealed horses and non of the other civs but Japan would have this tech. Since I was exploring, this left the options open to get Pottery, Alphabet, Warrior Code, Burial, or Iron Working out of a hut or by trade. Right, wrong, or indifferent, my logic was that none of the civs I would meet would naturally have the wheel.
In the next turn, I could see civs like Babylon, Zulus, Iroquois, and Egypt in my F11 list so I knew that there were a number of religious civs with burial, plus at least two expansionist civs with pottery.
One of my early huts gave me a regional map which in many cases may not be of great value, but it revealed a second hut off to the east by incense just as the Iroquois scout jumped out an popped the hut. In one turn I got a semi worthless map from a hut and saw the Iroqs poach another hut and that could have been fairly depressing. I salvaged the process by trading Masonry (my high value 4 pt starting tech) for Burial and Pottery (both 2 point techs) and 9 gold. So effectively my hut yield from that map hut was 80 points for gained techs, 9 pts for gold, plus 10 points for contact with the iroqs.
With these techs and completion of the wheel the hard way, I chose to block Warrior Code by choosing it as the next research target, because I could potentially get that in trade. This choice left me with only the options of getting Alphabet (5 factor), Iron Working (6 factor 2nd tier) or Mysticism (4 factor 2nd tier) as hut outcomes if the RNG spun up a tech.
Early on I was not getting a lot of hut results and I had the Iroquois scout poaching huts all around me. I saw the iroqs pop at least three huts that I could not get to with my slow moving 1 step units even though I was really close. Not getting huts plus the fact that all our neighbors and horses are so far away almost backfired for my strategy because it looked like I was gonna come up empty handed for a while.
One thing you have to be careful about with the F11 key is that it does not tell you where the civs are and you have to check the F11 key every turn or two to see if the order will shift and give you a glimpse of anybody new. This is discussed somewhere in the "Improving Your Opening Play Sequences" article.