Don't want huts, but want gold?

Tamed

Warlord
Joined
Sep 11, 2009
Messages
277
How do I get this in a multiplayer game? It seems impossible to make ANY gold in the beginning of the game without huts (tips welcome aside from "lol build first city on a giant stack of Incense"), but the other bonuses ruin the game. :\
 
You can make 2-3 gold per turn at the beginning simply by using lower science rate.

Else, advanced start and every one take only a settler and a warrior, but that may be overkill and it require that no one use advanced start for something else.

(note that I don't think that hut ruin the game except when you're indifficulty level where you can have a settler, but it's personnal taste)
 
Turning the slider down isn't a bad idea, I'll look into it. :)

I just think the huts ruin the game. My one friend got two settlers, bronze working AND sailing from huts. The rest of us got maybe 110 or so gold. Not fair at all.
 
I just think the huts ruin the game. My one friend got two settlers, bronze working AND sailing from huts. The rest of us got maybe 110 or so gold. Not fair at all.


Pump up the difficulty to noble or prince and it will not happen.
 
What else does that effect in Multiplayer, though? I know health in cities, but what else? Sorry for going off topic in my own topic.
 
:( One of the things I miss most from lower difficulty levels is awesome goody huts. I may mod some awesome stuff into a higher difficulty level one day and balance it by making the strong barbarians a more likely result.
 
:( One of the things I miss most from lower difficulty levels is awesome goody huts. I may mod some awesome stuff into a higher difficulty level one day and balance it by making the strong barbarians a more likely result.

Try to think of the day you will pop 3 swordmens from a hut before adding more barbarian.
 
You do have the option of making a small mod adjusting the hut results for your chosen difficulty and then sending it to your friends. As long as you are all playing identical mods, it will work.
 
Turning the slider down isn't a bad idea, I'll look into it. :)
Yes, it is... fund science at 100% until you can't! Those early years are critical!!! You gain the edge, trade for techs you don't have... and then when you get currency, you can start selling techs is you are still hard up for cash...
 
Yes, it is... fund science at 100% until you can't! Those early years are critical!!! You gain the edge, trade for techs you don't have... and then when you get currency, you can start selling techs is you are still hard up for cash...

You play with event off, do you ?
 
What else does that effect in Multiplayer, though? I know health in cities, but what else? Sorry for going off topic in my own topic.

It affects the same things as in Single player, though I think the AIs are at the level of the lowest level human in the game. (2 Deity humans and a Monarch human means Monarch AIs AFAIK).

Without AIs, it still affects your starting techs, health, happiness, research costs, hut results, barbarians, city maintenance, maintenance-free units, civic upkeep and inflation plus some minor things.

Badtz_Maru said:
I may mod some awesome stuff into a higher difficulty level one day and balance it by making the strong barbarians a more likely result.

And then "balance" this change out by only popping huts with Scouts? :) Kinda shooting yourself in the leg though, when the AIs start the game with 2 Archers and 2 Scouts they kinda have the leg-up in hut popping.

kochman said:
Elaborate on the question...

Guess he means you might get your forests burnt by not having money in the BCs ;) Not that I think that's a reason to not tech all you can in those critical years.
 
Huh?
Elaborate on the question...


Because event on and no spare gold can mean a lot of trouble. Forest burning, for example. In most case, you'd better with 20-50 gold in case of emergency.

If you turn the event off, staying at 0 gold is much more viable in my opinion.
 
You can get gold in other ways to afford the truly important events (pillaging & huts & early rushes can keep me at a good threshold for a long time)...
I'd say the scientific edge is worth more than the possibility of losing a forest (which very well may grow back) or getting a flooded road, anyhow. You never know what events will strike... but most are pretty minor in the beginning, and the ones that aren't often go on other resources than just gold (health/happiness modifiers for game long events for example).
 
And then "balance" this change out by only popping huts with Scouts? :) Kinda shooting yourself in the leg though, when the AIs start the game with 2 Archers and 2 Scouts they kinda have the leg-up in hut popping.

Well, I only play on difficulties up to Prince so far, so the AI doesn't have any unit advantages on me. It would make those civs that start with a Scout more dangerous.
 
You can get gold in other ways to afford the truly important events (pillaging & huts & early rushes can keep me at a good threshold for a long time)


But without hut, you may have a long time before having any gold. If you're not in shape for a rush, first barbarian city or currency is a looong way ahead.

That is why if you play without hut, it's a valid concern to the way to have some spare gold.
 
Where did anyone mention playing without huts?
And, the rush can pretty much always work...
Who said pillage from barbs, pillage from neighbors.

Of course, if you are on an isolated start... you can't pillage... but in that case, you need to tech your butt off just to have a slight chance of keeping up with the other continents...

Losing a forest... pah... no big deal.
 
Who said pillage from barbs, pillage from neighbors.

If you can't rush them, you'd better not pillage them. And rush is not alway an option - if you start without mine and your neighbor is Sitting bull, you'd better not do anything stupid.
 
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