goody hut probabilities

sumthinelse

civ investigator
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I tried to study the probabilities of goody huts (in the ancient scientific age):



  • * deserted

    * settler

    * 25 gold, 50 gold

    * new tech

    * "You have p***ed off a psychotic Huichol...."

In some of my games I get the last item really frequently.

So I created a scenario with many, many goody huts. The problem is that I never get the p***ed-off barbarian in the scenario, even though it has the same default barbarian setting (Roaming) as my regular games where I get so many of those barbs from goody huts, and I put barb camps next to the goody huts.

I wonder why I can't get barbs from goody huts in the scenario :confused:

For beginners: A "goody hut" is a little village with round huts in it. It looks similar to a barbarian camp, but it's not the same at all. As Forrest Gump would say, "A goody hut is like a box of chocolates. You nevah know what you gonna git..."
 
If you are Expansionist you can't get the barbarians, you only get goodies, as that is part of the good thing with that trait.
 
Originally posted by Grey Fox
If you are Expansionist you can't get the barbarians, you only get goodies, as that is part of the good thing with that trait.

Thanks Grey. Nope, I am Germany in the scenario. Good guess though. The manual says "passive minor barbs are friendier." (They kill you before they eat you instead of the reverse order, maybe? :)
 
Originally posted by sumthinelse
I tried to study the probabilities of goody huts (in the ancient scientific age):



  • * deserted

    * settler

    * 25 gold, 50 gold

    * new tech

    * "You have p***ed off a psychotic Huichol...."


You can also get a "friendly warrior".
 
I once got a friendly swordsman, a friendly musketman and the imfamous friendly army!
 
I have been playing Civ3 since it came out but I didn't get an army, swordsman or muskeetman ever.
Am I so unlucky or you are so lucky?
:( :crazyeye: :D
I want an Army too. Please goodie huts, hear my voice and give me an army. :rolleyes:
 
OK guys, but what I want to know is: how can I make the scenario goody huts act like goody huts in a real game, where you get barbarians sometimes? I want to know what the stats are.

And if expansionist civs never get barbs, does that mean they get:



  • * the same proportion of everything else except barbs and "village is deserted"? Non-expansionist: 25% barbs, 10% "village is deserted", expansionist: 0% barbs, 35% "village is deserted"

    * or do they get a bigger percentage of everything else except barbs? Non-expansionist: 30% barbs, expansionist: 0% barbs, add 5% to science, 5% to settler, 5% to warrior, 5% to horseman, etc.

    * or some other distribution?
 
From memory, they'll always get something, and it's never bad. only cash, warriors, settlers and techs. hell, expansionist has to do something

And also from memory, only one of the patches had the army in the goody hut. I think its been fixed now.
 
Actually Erix, that was a bug, your not supposed to get an army, but I got that before I downloaded the patches, if you get a fighting unit from goody huts they always be conscripts and they will be the best defensive you unit you can make, warrior for pe-bronze working, spearmen post bronze, swordsmen when you get iron working etc. so in other words (even thought this is highly unlikely) if you discover an island with a goody hut in the middle of nowhere, there's a good chance the friendly Huron will give you a mech infantry! :p
 
Originally posted by bobgote
From memory, they'll always get something, and it's never bad. only cash, warriors, settlers and techs. hell, expansionist has to do something

And also from memory, only one of the patches had the army in the goody hut. I think its been fixed now.
I like expansionist civs and it seems to me that deserted is about 25-33% of the time.
 
actually I think in some cases you getting barbarians is good, you send your warrior up to a boody hut then bang! barbs! kill, kill (asumming your NOT playing on Deity where you don't get any anti-barbarian bonuses) voila! you have a veteran or possibly even elite warrior
 
Deserted does happen with Expansionist, just about 10-15% of my games.

The main factor I have noticed, along with some others, is that if you use non military (i.e., Scouts, Workers, Settlers, Explorers), you tend to get less bad results. I have never had a non military unit get mad Barbs with a non Expansionist civ. I won't say that it is guaranteed, but it is a lot less likely.
 
I always got 3 Barbarians if I take the Hut with my worker so I never do that anynore, unless I'm Expansionist... and I never take Huts on the first turn either anymore, because it seems like you can't get Settlers that way...
 
Originally posted by HotDog Fish
so in other words (even thought this is highly unlikely) if you discover an island with a goody hut in the middle of nowhere, there's a good chance the friendly Huron will give you a mech infantry! :p

Very advanced barbarians they must be. :) Someday will they give me an ICMB? :D
 
sumthinelse I gave the game a few whirls with a couple of goody hut test maps, and I too did not get any barbarians when raiding thos goody huts. For the record I was playing regent with barbarians on raging and was Japan (NOT an expansionist civ). I tried the following things to see if it would cause barbarians to appear in my huts:
-Map with only goody huts
-Map with only goody huts waiting a turn first
-Map with a barbarian camp as well
-Map with equal number camps and goody huts
-Map with equal number camps and goody huts and waiting a turn

But in all cases no barbarians were found with my archer. (I used an archer as I modded him so that I could hit a large number of huts in one turn). My only thought is that maybe it is a per turn chance that a goody hut will turn bad? (since I did only wait one turn before getting gready).

Anyways to add to the results you probably have already tabulated here is what I got (plus a few observations at the end):

Tech: 17,20,20,16
Gold: 8,1,8,8
Unit: 4,5,7,6
Babarian: 0,0,0,0
Nothing: 0,5,4,1
Settler: 0,1,0,0
Map: 9,8,4,6
(the commas separate games, and I screwed up the first in recording, which is why there are only 4, not 5 results).

This gives results of (number is blue is projected percentage):
Tech: 46.2% 45%
Gold: 15.8% 15%
Unit: 13.9% 14.3% (95% of 15%)
Barbarian: 0%
Nothing: 6.3% 5%
Settler: 0.6% 0.8% (5% of 15%)
Map: 17.1% 20%

For the projected result I essentially rounded the values to the nearest 5% mark, using Ocram's Razor that developers choose values at 5% increments. This is also why a Unit and a Settler are based off a joint 15% probability.

Notes:
-The game will avoid giving you the tech you are currently researching
-The game will also avoid giving you optional techs
-Hence to get optional techs from a goody hut, you must be currently researching a required tech, and know every other required tech that you can currently learn. At this point the game will give you the optional techs and then the tech that you are currently researching.

Now for post-ancient age goody huts, I got these results:
Gold: 29,36
Map: 28,39
Nothing: 3,14

giving results of:
Gold: 43.6% 45%
Map: 45% 45%
Nothing: 11.4% 10%
(notice that after the ancient age you also no longer get units from the goody huts and it would appear you don't find deserted ones either.


sumthinelse hopefully this added with what you have collected as well will give us a good idea of the goody hut probabilities. It would be interesting to find out how to get barbarians to be popped out of the huts again. (maybe this is a bug:confused: )
 
Is there any rule how many goody huts are on a map? In some games I seem to get hardly any one at all. Maybe it has to do with the barb setting? :confused:
 
Aeson, you are correct. The results from the goody huts are dependent on skill level. However, the precentage for gold always remain the same. (raw data is at end of post).

Again I used Japan with raging barbariens, however this time I used diety skill level.

From this I have derived the following conclusions:

Gold has a 15% chance at every skill level
A deserted encampanent increases from 5%->55%

At diety this accounts for 70% of the goody huts.
of the remaining 30%:
33% are Techs
33% are Units (including settlers)
33% are Maps

At regent the remaining 80% is composed of:
55% are Techs
20% are Units (including settlers)
25% are Maps

And as promised the actual data:
Tech: 4,1,3,7,7 11.1% 10%
Gold: 8,6,9,3,2 14.1% 15%
Unit: 1,5,2,4,0 6% 10%
Barbarians: 0,0,0,0,0
Nothing: 23,22,22,22,24 56.8% 55%
Map: 3,6,4,4,7 12.1% 10%

One conclusion from the above is that diety really crimps the ability to get techs from the goody huts.

Again I did not produce any barbarians while visiting any of the goody huts. And I also tried raiding a barbarian camp and waiting a turn before hitting the goody huts this time. Still have not figured out what causes barbarians to be generated.
 
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