Alternate fate for "Goody Huts"

Estelil

Chieftain
Joined
Aug 24, 2014
Messages
10
Location
France
Hi everyone,

So, I started playing Civilization with Civ V, and what you call Goody Huts have always been Ancient Ruins to me. Never gave a second thought uppon pillaging it.
However, it seems that in Civ VI, those are like small tribes or something, and when I heard about "National Parks", it made me wonder, what if...

Instead of just kill everyone and take everything they own, what if, when moving your military unit on the Tribe's tile, you had a choice. Pillage or Protect. To Protect the Tribe, you'd have to spare a soldier to "claim" it and defend it against other civs.
Then, in the Medieval Era, you could send an Apostle to "civilize" the Tribe, and transform it into a new City-State that you would automatically be the suzerain of.
Or, waiting even longer, in the Modern Era, sending an Envoy or Diplomat, or whatever, and make it a Tribal Reservation, working as a Natural Wonder maybe? I can even imagine an Archeologist-like unit, let's say an Anthropologist, you would send in your Reservations to study the Tribe and make a new Great Work, boosted in culture.

It would emphasis on Diplomacy, Religion and Culture instead of just wipe them out for a quick small boost.
What do you think? Would you make the effort to save them? XD
 
I do like that idea.

Basically

"Undiscovered Tribal Village"-gives bonuses and becomes "Discovered Tribal Village"

Discovered Villages can be
"Annihilated" with military units (may be unsuccessful and kill the military units)..Success loots the Village for some yield
Successful or not it will spawn a nearby Barb camp, with an army ready to attack you.



Once a Discovered Village is in range of your cities.
Incorporate (for a Really nice Unique Improvement)
Nature of Unique Improvement depends on whether you Incorporate them
Forcefully...Incorporate with military units (selects from a random "subject people" Improvement list...mostly food, production, gold bonuses)...similar to the "Annihilation" option
or
Diplomatically...Incorporate with Envoy/Missionary/Apostle/Gold/Culture (selects from random "member people" Improvement list...housing, culture, faith, influence, tourism, amenity, defense, units built by cities nearby have unique ability, etc.)


Also... over time new "(un)discovered villages" (that could be incorporated but maybe not give a discovery bonus) could pop up in fog of war (just like Barb camps do)
 
.. and what you call Goody Huts have always been Ancient Ruins to me. Never gave a second thought uppon pillaging it.

Pillaging? Arn't you confusing with barbarian encampments?:confused: Otherwise, good ideas!
 
I always thought the goody huts represented minor tribes that didn't really last long enough to become full-fledge Civs, which is why they disappeared after you found them.
 
I always thought the goody huts represented minor tribes that didn't really last long enough to become full-fledge Civs, which is why they disappeared after you found them.

But it would be good if they did more than just disappear....having them be a special terrain improvement you can either conquer or ally would be good.
 
But it would be good if they did more than just disappear....having them be a special terrain improvement you can either conquer or ally would be good.

I don't think everything needs to be developed into more than it needs to be. We already have city-states for that niche.

They're intended as an incentive for early exploring, especially for newer players who may not understand the value of learning the lay of the land along with the positioning of rivals. I'm not certain they need to be more than that (especially something that actively ties down your explorer).
 
I don't think everything needs to be developed into more than it needs to be. We already have city-states for that niche.

They're intended as an incentive for early exploring, especially for newer players who may not understand the value of learning the lay of the land along with the positioning of rivals. I'm not certain they need to be more than that (especially something that actively ties down your explorer).

Well they shouldn't tie down the explorer... they should just be
-boost for exploring
-that becomes boost for expanding (essentially a special resource that requires special development)

Its not Needed, but it would increase immersion if the world is populated with a mix of friendly and hostile peoples that don't just vanish after you visit them.

(actually they could even stay "undiscovered" for other civs... and the benefits of "discovery" would get smaller and smaller..4th discoverer and later only gets the map)
 
I don't think everything needs to be developed into more than it needs to be. We already have city-states for that niche.

They're intended as an incentive for early exploring, especially for newer players who may not understand the value of learning the lay of the land along with the positioning of rivals. I'm not certain they need to be more than that (especially something that actively ties down your explorer).

I agree with the OP that 'goodie huts' need more Opportunities associated with them, but I've been thinking about an even more radical way of implementing this: do away with them completely.

Instead, a 'barbarian camp' would not automatically be hostile. When you first meet them, they could be
Hostile - current barbarian Camp model
Friendly - current 'goodie hut' model: they may gift you something ranging from a Relic to information to gold to units, etc. They may also trade with you or provide a site for a Trading Post (does anyone know exactly how those work in Civ VI? Seen 'em mentioned, seen no details). They may even agree to fight with/for you...
In most cases, they will not disappear when any of this happens, but remain on the map like a Barbarian Encampment does now.
Indifferent - they may be 'neutral' towards you, but Envoys, gifts, trade, etc can change their minds, or you can attack them (possibly getting a very negative reputation with other camps. city states or even civilizations nearby) and eliminate them for some immediate gain (Builders/slaves, Gold, etc)

Eventually, 'camps' could become City States or, more likely, become part of our civilization with enough positive encouragement.

This would result in a much more realistically-filled landscape even in the early game, and a new layer of diplomatic/trade decisions regarding camps/villages as well as civilizations and city states.

And, if we follow the Civ VI model and make camps as distinctive as the current Barbarians (which in Civ VI apparently spawn units based on location: mounted, ranged, melee, etc) or City States, then a camp may prove a source of Horse Archers or other 'specialized' 'barbarian' auxiliaries for your army, or even Amenities not available (early in the game) from any other source - a specialized dye, for instance, or furs, gems (pearl divers in a coastal Camp/Village?).

Result: more specialization, more differentiation, more variation in your interactions with what are now one-dimensional and separate Villages or Camps.
 
What about Terra maps? An entire continent would be filled with tribal villages, barbarian camps, and city states and not be touched until the Renaissance (or earlier with Norway).
 
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