Goody Huts

Kangaroo Boy

Chieftain
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Apr 30, 2003
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Australia
Don't know if this has been discussed before or not. I noticed on the recent CIV III video capture (Deity, Aztecs) that it said something about popping multiple goody huts in the same turn to achieve better results. Anyone know anything about this???
 
Don't know if it something Knew that I didn't understod, but if you play with a expancionist civ, build about 5 scouts and explore the area. You could pop several huts in the same turn :confused: it happened !!!!
 
If I was a betting man, I would place my money on this being one of those things that you could file away as being part of the Civ3 mythology, or a 'common misconception'. I am not 100% sure, because I haven't tested this, but I highly suspect that doing this would give you better results over the long run. Sure, I've had games where I got 3 techs in 1 turn from goody huts. But I've also had games where I got 3 deserted huts in 1 turn.
 
The only thing that I have heard as being confirmed in popping goody huts is that if you pop one while you have no military units, you cannot pop barbarians. I think this goes a little deeper too, but I'm not sure of the details. It's a 'protected' start theory, so you don't get screwed at the beginning, because there happens to be a goody hut in a tile next to your starting position that would get popped should you build your capitol there....
 
That's true, sourboy.

You also can't get a settler if you have any settlers currently being built, or you have other settlers anywhere, or if you have more cities than the average AI.

You can get around the first rule, by changing production in all settler-producing cities just before popping the hut, then going back to settler after popping the hut.

Because of the <Average # of cities rule, you can never get a settler at 4000 B.C. (because the AI have 0 cities at that point), so don't pop huts until 3950 BC.
 
Originally posted by Bamspeedy
That's true, sourboy.

You also can't get a settler if you have any settlers currently being built, or you have other settlers anywhere, or if you have more cities than the average AI.

You can get around the first rule, by changing production in all settler-producing cities just before popping the hut, then going back to settler after popping the hut.

Because of the <Average # of cities rule, you can never get a settler at 4000 B.C. (because the AI have 0 cities at that point), so don't pop huts until 3950 BC.

You know everithing about this game .... I bet at night insted of reading a book you read some papers with the code of the game :crazyeye:

congrats for your knowlage :goodjob:
 
The only thing that I have heard as being confirmed in popping goody huts is that if you pop one while you have no military units, you cannot pop barbarians.

Are you absolutely sure about this? or is it for PTW or something? There were twice where I settled on a goody hut and barbarians attacked me.
 
Somebody posted this on Apolyton and claimed it came from Firaxis.

On Goody Hut Discoveries
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 stategy.
--Player must have less cities than (TotalCities/NumActivePlayers).

Mercenaries (skilled warrior):
--There must be a unit availlable 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
--Player must have at least 1 city
--Player must have at least 1 military unit
 
smackster, the list is correct. :)
 
Hmmm I always thought there were some "background" guidlines that dictated under what circumstances you could get certain results from goody huts.

Maybe someone with a bit of spare time should do some testing on a huge map with minimum # AI players, get say 10-15 warriors each next to a goody hut & try popping them all at once and then on successive turns (to see if one method or the other yields more favorable results)...?

Not really a viable strategy though (trying to save huts to pop them all on one turn) since most often, unless a hut is well and truly "protected" from AI popping, they'll most likely hit it with a scout if you're not too careful! Still sometimes I have the chance of maybe popping 2 or 3 huts together if I were to just wait a few turns to get units next to each one. And getting a settler/tech is wwwwaaaayyyyy better than 4 angry warriors, I think you'll agree!
 
Well, it would be a more viable strategy on say, a huge pangea map with minimal civs.

Here is a test that you, or anyone else can use to test this theory.

goody hut test

You have an island to yourself with 75-100 goody huts on it. You have access to a scout that can move 100 tiles in 1 turn. Pop them all in 1 turn and write down the results, then load up the save and then pop 1 hut/turn and compare the results.

This is a small sample, so I wouldn't jump to any major conclusions, but I suspect the results would be pretty close.

It is regent level. I made this map before when I was testing the odds from goody huts using different difficulty levels. (deity has many more deserted huts, chieftain has many more techs from huts).

PTW 1.21
 
Originally posted by stratego


Are you absolutely sure about this? or is it for PTW or something? There were twice where I settled on a goody hut and barbarians attacked me.

The rules definitively apply to default rules/games on normal maps w/ actual patch level.
I *suspect* that you played a pre-made map/scenario. For example, if you play one of those world maps that are on the civ3 cd, you can indeed be attacked by barbs, although you don't have any military unit.
 
I've tested it a bit in vanilla Civ3, and the goody huts sort of seem to be 'enqueued'. That is, say there's a goody hut to the north, and one to the south. The first goody hut might be empty, and the 2nd barbs. Also, diplomacy seems to change the RNG sometimes. (mainly, spy missions)
 
in my dyp world map i poped a settler type unit from a goody hut when i had a settler type unit in production in about 5 cities.
 
Originally posted by smackster
Somebody posted this on Apolyton and claimed it came from Firaxis.

On Goody Hut Discoveries
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 stategy.
--Player must have less cities than (TotalCities/NumActivePlayers).

Mercenaries (skilled warrior):
--There must be a unit availlable 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
--Player must have at least 1 city
--Player must have at least 1 military unit

What are thr requirements for poping a city?
 
I don't know about the city, since I haven't extensively tested it.

In Civ3, you could only get a city if you popped a hut with culture (having 100+ culture in a city).

In PTW, you can get cities with units popping the huts (instead of just culture), and this does not follow the same rules as the settler does.
 
In PTW, you can get cities with units popping the huts (instead of just culture), and this does not follow the same rules as the settler does.

I didn't know you can get a city. But what is the difference between that and getting a settler. With a settler you can move or you can settle that same turn
 
Originally posted by stratego


I didn't know you can get a city. But what is the difference between that and getting a settler. With a settler you can move or you can settle that same turn

basically, with high culture, you can flip goody huts because they are actually villages with people living in them.. so in essance, a goody hut is pretty much like a city of another civilization..

i think Firaxis is trying to be as realistic as possible..
 
basically, with high culture, you can flip goody huts because they are actually villages with people living in them.. so in essance, a goody hut is pretty much like a city of another civilization..

So it might be possible that some city improvements are intact?
 
yep. the one time i ever flipped/popped a goodie hut i ended up with a size 4 city with two city improvements (can't remember what they were though)...
 
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