When you pop the hut, wait for the 3850bc turn, the chances of getting a 2-movement unit increases that turn for some reason. Also the chance of getting an advanced tribe is trippled. BUT to get an advanced tribe you need must have another city built.
This is why I don't like huts! Civ should be a pure skill game not a matter of knowing all the little intricacies and in's and out's of the so-called random factors! I vote GOTM 23 : no huts.


Plus it really annoys them to have restarts on (
) and should mean that those who actually bother to build a civ will do better overall than those who go all-out conquest, which due to the scoring system has long been the easiest way to do well in the GotM. If you have restarts on next month then I won't mind at all if you have bloodlust on for the month after!
Because you always have to consider my feelings when you create a GotM. 
Originally posted by Boli
Am I the only one who likes to last the full length of the civilization, carefully planning cities subverting enemies and generally living a peaceful exsistance.
).
Might make for a faster set of games for the holiday season; set the cutoff for December 20 or so & let DoM have a holiday, too. 
For some reason my units like to wander all over and leave the cities undefended ...Oh well. Good luck y'all! Some of you are still speaking greek to me by the way....Oedo turns??? Sasebo 
How about giving the AI a head start? If it's a map where the human starts on an island we could put a savegame up at (for example) 1000BC, with the AI civs already building their empire for 3000 years. Could be a bit difficult so I think it shouldn't be a very high difficulty game.
I used to play civ1 this way for some time, acting as a respawned civ (I even became a rebel civ this way once, when an AI civ's empire was split and I got half of its cities, and retained my starting settler as well at the other side of the world :crazyeyes: ).