barbarian huts

mamazmamaz

Chieftain
Joined
Feb 23, 2003
Messages
4
At the beggining of a deity game i like to explore alot and i always find lots of huts. i never know which thing that comes out of it is the best

money? i like to take 50 gold in the early game but is it worth it?

New city? if its in a good spot the ok, but is it worth the corruption and waste

Tech? i used to get a billion techs in huts but then i found out it affects your beakers and now i wonder if its worth it..is it?

settler? settlers are good no question

unit? i like getting units for more exploring but they always endup taking support thus slowing down production in key cities...


barbs? .....?
 
If Huts are On they need to be a big part of your early strategy, but are not ALWAYS a good thing. In particular, if you are trying to get out of Despotism ASAP, early Huts have high likelyhood of producing Scrolls of Ancient Wisdom (techs). The definitive investigation of Hut results is here:

http://apolyton.net/forums/showthread.php?s=&threadid=69873

There are some tricks you can learn from this, such as always using a Nomad Settler from a Hut to build (or add to) a city ASAP so as to increase your chances of getting another one. You also may want to stop entering Huts once you are on the final track of getting Monarchy or Republic, because each new tech makes the discovery of the current research take longer. Read the thread.
 
Units are good, helps early military conquests. Settler is even better, they're always NONE. Tech is good, slows down your own research but can be useful for your civ and at the bargaining table. Money helps, a large surplus of money defends against bancrupcy and bribing. Barbs are good if you have a dip. Cities are a mixed blessing, you may not like the location of the city.

In order:
Settler
Unit
Tech
Cash
City
Barb
 
Finding an advanced tribe (city) gives you a lot of flexibility.

If the location is good you keep the city. If poor location, use city to produce settlers to start cities nearby. It takes about 20 turns for the original city to grow to size 2 and produce a settler and for the settler to move to a better location and start a new city. Disband city when no more good city locations nearby.

Alternately, if the found city is closer to a foreign city than one of yours, you can disband it ASAP and end up with a NONE settler. IIRC, the site given by Elephant U has details.
 
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