starlifter
Deity
- Joined
- Jun 17, 2001
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Huts and Specials.
There are threads that address hut & specials in general terms. But more info might be helpful for some. This came out of a discussion in the Democracy II game, but might be helpful to all. Here is Democracy II game info.
One way for people to see the general pattern of huts and specials is to use your Civ2Map.exe (in your root Civ 2 directory). Note: if you have Civ 2 Classic without Cedric Greene's patch, you probably don't have this file.
To help people see the patterns, I've made some graphics. This is how I personally calculate it, though there are probably different ways of thinking about the same thing, too.
First, let's start with the basic pattern of Specials Only, using ocean only. Specials come in groups of eight, with a Major Axis of 4, crossed by two Minor Axes of 3. The mixture of whales & fish within the pattern is determined by the initial seed value, and does not affect the actual pattern of specials. The patterns repeats as you move horizontally, and reccurs every other row (after it is shifted horizontally). The patten is "flipped" about the horzontal axis from one row to the next (again, remember the exact content of fish/whale mix can vary).
In the first example (Ocean terrain with specials only), I've kept fish on one row, and whales on the next. Also remember, whales become Wheat in Plains, and Wine in Hills. Fish become Buffalo in Plains and Coal in Hills... these are the two "types" of specials: a Whale and a Fish.... it is the terrain type that stes the corresponding resource depicted on that terrain.
Special Pattern -- only Ocean terrain (Whale/Fish):
Hut Pattern -- Plains only:
Specials + Huts -- Plains only (might be confusing at first):
Dateline Example (Medium map, Plains only):
Example of the two possible 4-Special locations for a city in an 8-special pattern are red circles (the four possible locations of 3-Special cities are shown too):
Remember that grassland will render invisible the presence of the Special, until it is mined or transformed.
Applying these patterns to your start location can help determine the exact squares you might want to initally explore. It can help determine the optimum location for your Capital and first cities.

There are threads that address hut & specials in general terms. But more info might be helpful for some. This came out of a discussion in the Democracy II game, but might be helpful to all. Here is Democracy II game info.
One way for people to see the general pattern of huts and specials is to use your Civ2Map.exe (in your root Civ 2 directory). Note: if you have Civ 2 Classic without Cedric Greene's patch, you probably don't have this file.
To help people see the patterns, I've made some graphics. This is how I personally calculate it, though there are probably different ways of thinking about the same thing, too.
First, let's start with the basic pattern of Specials Only, using ocean only. Specials come in groups of eight, with a Major Axis of 4, crossed by two Minor Axes of 3. The mixture of whales & fish within the pattern is determined by the initial seed value, and does not affect the actual pattern of specials. The patterns repeats as you move horizontally, and reccurs every other row (after it is shifted horizontally). The patten is "flipped" about the horzontal axis from one row to the next (again, remember the exact content of fish/whale mix can vary).
In the first example (Ocean terrain with specials only), I've kept fish on one row, and whales on the next. Also remember, whales become Wheat in Plains, and Wine in Hills. Fish become Buffalo in Plains and Coal in Hills... these are the two "types" of specials: a Whale and a Fish.... it is the terrain type that stes the corresponding resource depicted on that terrain.
Special Pattern -- only Ocean terrain (Whale/Fish):

Hut Pattern -- Plains only:

Specials + Huts -- Plains only (might be confusing at first):

Dateline Example (Medium map, Plains only):

Example of the two possible 4-Special locations for a city in an 8-special pattern are red circles (the four possible locations of 3-Special cities are shown too):

Remember that grassland will render invisible the presence of the Special, until it is mined or transformed.
Applying these patterns to your start location can help determine the exact squares you might want to initally explore. It can help determine the optimum location for your Capital and first cities.
