Favorite first hut

onejayhawk

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I dont know how many of the rest of you will try to find a hut before you build your first city, but I have gone 5 turns in trying to get that uncitied horseman. I would rather get a 2 mover, even a chariot which I never build, than a tach right out of the box.

J
 
Agreed.A 4 legged unit is most desirable.
 
I like a chariot or a advanced tribe, the second city really helps out in early production and trade, especially on emperor and deity levels
 
Definitely a 2-move unit. Much better than anything else.
Even a second hut should yield such a unit, this is then the basis for the quick further exploration which is desirable. :yeah:

But it depends on the starting position, when starting on a lonely island, another settler or an advanced tribe will definitely help more.
:D
 
I agree with the 2-move unit club! But any NON will do. I have never had an early game Advanced Tribe. Not sure if it is totally impossible, or just extremely rare. There is probably a trigger for it.

Like wise, I have never ever seen a 1st hut NON settler.

However, I do know that it is not possible to face Sea or Land barbs before Turn 16, even at raging hordes, if anyone was wondering. :)
 
Yes, if hut is in sight an very close. At deity, I have 2 settlers... one goes to city founding site, the other pops the hut. I will not delay long, though.
 
In diety, I used to build the first city right away, and use the second settler to explore, but, now, both settlers spend a few turns exploring and, hopefully, popping a hut or two with two-movers in them. Having a non horse or two definately speeds up exploration and makes killing barb leaders a breeze.

I have never seen a 1st hut give up a settler or an advanced tribe before I had build my first city, However, I remember reading a post somewhere on this site, by a member who did get an advanced tribe from the first hut and it messed up his game plan.
 
I have not fully tested it, but my gut feel is there is a trigger event that allows AT's and Nomads. The soonest you will ever see land & sea barbs is Game Turn 16 (does not apply to hut barbs).


OK, I've just run a few tests, with 125 huts at BC4000. All 125 were done before founding the 1st city. Here are the results:

Units:
19 Archers
14 Horsemen
18 Legion
13 Chariot
09 Elephant
00 Nomands

00 Empty Huts
00 Barbs
00 Advanced Tribes
1300 Gold
21 Advances (Ended at about #70 with the advance of Invention, which prevents further Hut advances)

Here are the 21 Advances that the huts gave in the first 70 or so pops:
Civ2_test_HutPops_125a.gif


EDIT: Add more info.
 
OK, I know the answer now.

Both barb production and Advanced Trbe creation hinges only on one thing.... the founding of your first city. After you found your first city, ATs and barbs (1 horseman) can be produced.

All tests at Deity, 7 Civs, Raging hords, 100% Plains, MGE.

Here is another run (At game turn 15) of all 125 before founding 1st city:

Units:
14 Archers
14 Horsemen
20 Legion
09 Chariot
15 Elephant
00 Nomands

00 Empty Huts (same in 1st run, even though I didn't mention it)
00 Barbs
00 Advanced Tribes
1600 Gold
25 Advances (Ended at about #122 with the advance of Invention, which prevents further Hut advances)



AFTER FOUNDING 1ST CITY

Here are several runs after founding the 1st city, generally until the 1st barb:

Hut #7, 9, 11, & 13 = ATs; #14=Barb
Hut #5, 6, 7, & 9=ATs; #10=Barb
5=AT, 8=B
5=AT, 8=B
2=Barb
2=B, 4=B, 5=AT
4,5=AT; 6=B


Hope that helps hut poppers with the odds. :)
 
More hut popping anecdotes:

No empty huts with raging hordes -- can happen with roving bands & lower

AT’s can happen before the first city, but maybe not at the deity level -- I’ve done it at the Prince level (was trying to do an OCC & pop a couple of huts before settling when voila -- a poorly placed city -- OOPS).

I think that the Settler & AT is the same toggle -- I’ve never seen an AT on anything but a plains or grassland -- I don’t recall seeing a NON Settler from a grassland or plains hut. :scan:
 
Any non is good, particularly the 2 movers but the chariot has to be top of the list, for exploration, extra hut popping and taking out early AI cities to clear the continent.

ferenginar
 
NONs are good, but is it worth moving several turns with the initial settler looking for a hut to pop? In onejayhawk's example, he has spent five turns and still has not found a hut. Those are five turns (more if he continues to look) that could have been used for production, research, etc.

Is a NON horseman/chariot/elephant worth the time that it takes to get one? Not to mention the odds. Per starlifter's calculations, the odds of getting a four-legged NON unit is only 30%! :crazyeye: I have better things to spend my time on than that!

Generally, I will build my first city :hammer: right at 4000BC and let my first unit get any hut that is in sight. While the placement of the city may not be optimal :cringe:, you do not have all day! I will not let the AI get any leg up on me.
 
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