Goody huts?

Pacioli

Prince
Joined
Oct 29, 2009
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Are goody huts randomly located or is their location of significance re resources?

If you pop a goody hut 20+ tiles away from your next nearest city and it creates a city, do you try to keep it or let it go? Send or pop rush defenders? Set it to wealth until the AI comes knocking and abandon?
 
As to advanced city form a hut, I do not see how any Rule Of Thumb could be given. Too many variables. Difficulty, maps size, VC choice. Who is going to be my neighbor? Where is the town in terms of what I want my core to look like?

Is is is really bad location, will I be under attack fairly soon? Will I be under culture pressure? I have seldom had one, but some I kept and others I abandoned. I once gifted one to a neutral civ to prevent its capture.

Just too many things to consider for me to give any RoT.
 
A
If you pop a goody hut 20+ tiles away from your next nearest city and it creates a city, do you try to keep it or let it go? Send or pop rush defenders? Set it to wealth until the AI comes knocking and abandon?

When that happens, unless I have very compelling reasons otherwise, I keep it, and treat it as a normal city. The only reasons that I would not keep it is if it is sitting in the middle of either tundra or desert, with no means of improving things for a while, and even then, I might wait for a while. I did have one case of a goody hut in the tundra popping a city, and I decided to keep it. Turned out that it was on top off an oil, right next to an aluminum resource. Since then, I tend to hang on to them, regardless.
 
If it's 20+ tiles from my empire, that's a long way, particularly in the period in the game before the goody huts are mostly gone. That far from my empire, I'll often build a worker out of it and abandon it.

After looking at your comment, Aabraxan, I should qualify my comments since I always play on large to huge to huge+ maps, 20+ tiles is not that bad. I also normally play on maps with less than the maximum number of opponents, and that are continents or archipelago. Main problem on those is the raging barbarians that I have running around. The AI homes on on new, unprotected cities.
 
No doubt that map size is an issue. And if I'm remembering correctly, you've beefed up your barbs a bit, too, right? As vmxa also pointed out, there are other considerations, as well. VC & variants, for example. If I were playing a moderately peaceful space race, I'd be more inclined to keep it than in an All-War game.
 
Even a town that far away isn't that bad a deal. It'll still provide support for 4 units and give a beaker each turn in a time when every beaker counts.
So I try to keep it, and train some workers there. It can easily come under pressure, though; I think the AI is more likely to attack you when you have a town near to their core. If it's about to be captured you should always abandon it or gift it away, but without any immediate pressure I would personally always gamble on keeping it.
 
I have a vague recollection of reading that a town popped from a hut either has or will have a resource nearby. Dunno if it's true.
 
No doubt that map size is an issue. And if I'm remembering correctly, you've beefed up your barbs a bit, too, right? As vmxa also pointed out, there are other considerations, as well. VC & variants, for example. If I were playing a moderately peaceful space race, I'd be more inclined to keep it than in an All-War game.

I have beefed up my barbarians, but even without that, I have had towns that I popped from a goody hut almost immediately attacked by barbarians. I had one case of a goody hut with a barbarian camp one tile away from it on a small island. I landed a scout, I was playing US, and popped the hut, getting a town. That triggered the barbarian camp and the town was immediately sacked. I had another case of popping a town next to some mountains that I had not explored. Before I had a chance to build anything, two turns later a roaming barbarian sacked it. In both cases, I had barbarians set to roaming. With my boosted barbarians and playing raging, I first check the area before triggering the goody hut, and normally have a warrior or swordsman do the triggering.

I have a vague recollection of reading that a town popped from a hut either has or will have a resource nearby. Dunno if it's true.

That is not always the case in my experience, but it does happen a fair number of times. Since I play on edited maps, that has been happening less, but it still occurs. If when I generate a map, and a goody hut is located near a resource, I will not play with it. I have put resources near a goody hut, but I have not kept track as to what I get from them. Probably should start taking notes.
 
You can turn the first worker in the city into a scientist (or tax collector) and start building a settler. If the city has no food in the box, and doesn't produce any surplus food, you get a settler from it, once it has the required 30 shields for the settler.

I haven't done this for a long time, but if I'm wrong i any detail, I hope someone can correct me.

Once you have the shields, you'll get a dialog saying something like "The city xx has all the shields needed for a settler, and still it can't produce one. What do you want to do?" If i remember correctly, you get the options to delay production or abandon city. Click abandon, and voilà, there's your settler.

I think this i a good option when you get free cities too far away. For 30 turns, you'll get three extra gold for science from the geek, and then a free settler.
 
on high level games i hardly ever pop huts for they´re mostly barbs (and in addition i rarely play expansionist civs). so i might be wrong or thinking of the wrong version of the game - but can´t you turn the "town" into a settler simply by pressing ESC when the game suggests the city name?

templar_x
 
No, you can't as you don't even get the chance to name the city. It just names it after the next city name available in the city list of a civilization without asking player.

Exception made with, of course, popping a settler, not a city.
 
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