Expansionist and goody huts

jabancho

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I have played Conquest several times with the Russians, and I have noticed that all the goody huts I take give all the previous benefits except new cities or settlers... has this option being changed or eliminated?
 
Hmm, what difficulty level were you on?

As far as I know, it is still in. I was playing on Deity as the Incas, and I got three free settlers and a city from huts!!! Just lucky I guess
 
I started 4 games and in 2 of them I got free settlers. So apparently I was very luck and it hasn't been removed.
 
I think you only get settlers if you are not currently building one, don't currently have one, and have less cities than other civs (or maybe just not the most...not sure -- go ask kring, I'm sure he has a copy of the post from the Firaxis folks who explained the algorithm for this)
 
Originally posted by robcheng
I think you only get settlers if you are not currently building one, don't currently have one, and have less cities than other civs (or maybe just not the most...not sure -- go ask kring, I'm sure he has a copy of the post from the Firaxis folks who explained the algorithm for this)

As a matter of fact, I do. :D

Here you go:

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One thing not mentioned in the links is the fact that Expansionist civs (in both Civ3 and PtW, but a much higher probability in PtW) can pop a town (size 4 is the largest I have read about) from a Goody Hut instead of a Settler. The Town from Hut can happen even if you have a Settler in production or on the map.

http://forums.civfanatics.com/showthread.php?s=&postid=359144#post359144

This was verified by Mike B of Firaxis in post 53:

Mike B's Post on Goody Hut


Quote:
It's not really that it's difficult; it's just that it was implemented by an intern . Here are the conditions:

Gold:
*The tile must not have any type of resource or luxury on it.

Maps:
--always available

Nothing:
--always available

Settler:
*Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
*Number of player's cities must be <= (TotalCities / NumActivePlayers).

Mercenaries (skilled warrior):
*There must be a unit available to the Barbarians as well as the player and that unit must be able to be built (or have been built) by some player in the game.

Tech:
*Player must still be in Ancient Times.

Barbarians:
*Player must not have Expansionist trait.
*There must not be a city within a 1-tile radius.
*The player must have at least 1 city.
*The player must have at least 1 military unit.
*The unit popping the hut must not have the ''All Terrain As Roads'' ability.


Later, in that same thread, Post 65:


Quote:

quote:
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Originally posted by sumthinelse
Does TotalCities include cities the player cannot see?
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TotalCities is the total number of cities currently on the map, whether you can see them or not.

quote:
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Does NumActivePlayers mean total civs or only the ones the player has met?
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NumActivePlayers is the total number of civs that have not been eliminated, whether you have met them or not.

quote:
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OK, suppose I have an expansionist civ and the difficulty level is deity. I think that if I am still in the ancient tech era the probability of getting a tech from a hut is about 25%. But if I advance to the middle ages and cannot get techs, will I get 25% more ''deserted village'' results or will the 25% get divided among the remaining possibilities (deserted, gold, settler, warrior, map) with 5% to each or some other division?

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The chances for each possibility do not change. However, if something is selected that does not meet its requirements, a new selection will be made until something that meets its requirements is selected. For example, if you are in the Middle Ages, the chances for a tech to be in a goody hut are exactly the same as they were in the Ancient Times. If a tech is selected, however, a new selection will be made. That's why the probabilities aren't as easy to determine.


Later, in Post 72:


Quote:

quote:
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Originally posted by sumthinelse


What if totalcities=12, numactiveplayers=8, and I have only one city. Do you round the ratio up to 2 or drop the fraction to rusult in a ratio of 1?
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The fraction is dropped so the ratio would be 1. This would make settlers a viable option for this example. (The player has to have less than or equal to the ratio -- I failed to mention the equal part in my original post).

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I have popped a few Settlers in Conquests, but not too many Towns.
 
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