Hut Goodies Ratings

Vrylakas

The Verbose Lord
Joined
Apr 12, 2001
Messages
1,940
Location
Bostonia
Just curious,

How does everyone rate the hut goodies in their gameplay? Here's my list, starting with my favorite:

1. Settlers (LOVE these!)
2. $$$ (I've financed many military expeditions through these in the early part of my games.)
3. Tech Advances (tied for 2nd place, actually.)
4. Military units (Great, especially when exploring - but can tax resources of new nearby cities.)
5. Barbarians (It p*sses me off when they trash an exploring unit, but it's nice to get the extra $$$ when you capture their leader - if there is one.)
6. Advanced Tribes (Grrrrrrr.)

Did I miss any? What's everyone think?


[This message has been edited by Vrylakas (edited August 06, 2001).]
 
Originally posted by Vrylakas:
...but it's nice to get the extra $$$ when you capture their leader - if there is one.)


You can't get Barb leader from a hut. That makes barbs last on my list.
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My List:
1) Settler
2) Unit
3) Tech
4) Advanced Tribe
5) Money
6) Barbarians

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<IMG SRC="http://images.honesty.com/imagedata/h/207/85/32078598.gif" border=0> <FONT COLOR="red">I AM CANADIAN!</FONT c> <IMG SRC="http://images.honesty.com/imagedata/h/207/85/32078598.gif" border=0>
CivFanatics Moderator and Tech Support
CornEmpire Owner/Operator
 
My list...

Settler
Tech
Advanced Tribe
Money
Unit (with money you can get units
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)
Barbarians

Why do you guys hate Advanced Tribe so much?

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<IMG SRC="http://www.virtuallandmedia.com/img1/flags-4/europe/fra.gif" border=0><IMG SRC="http://jeansebaste.multimania.com/fonttwister/Azz.gif" border=0> <IMG SRC="http://www.virtuallandmedia.com/img1/flags-4/europe/gre.gif" border=0>
 
"Why do you guys hate Advanced Tribe so much?"

I do, because the new city is often in a crappy location, or a location where they miss specials by a space or two.

Generally what I do is, if I see a hut very close to a perfect city spot (i.e. surrounded by four specials), I found a city on that spot that will draw from all four specials, THEN I open the hut. If the hut is within my new city's radius, it won't give me another city that will suck the growth potential out of my new city. I don't know if this is part of the programming too, but I usually find that huts within city radii are more likely to render friendly mercenaries (units) than anything else, too--which I then post in my new city for defense, and switch to building a settler....

My favorite? NON settlers (nomads) from huts--they usually end up working the land till the end of the game (with Leonardo's, they become NON engineers!).

 
I think its because goodie hut are never well placed when theres more than 2 special ressources...

so my list:
1-Settler
2-Tech
3-Money
4-Advanced tribe
5-Unit (they can be a real pain when they spawn near a small city)
6-Barbarians
 
I prefer:

Nomad (able to build up my civ with improvements or another city)
Unit (Usually NONE's, either way, free troops for garrison or faster exploration)
Money (can always use more money for PRB units)
Tech (when your shooting for Monarchy or republic and get 'pottery'. <IMG SRC="http://forums.civfanatics.com/ubb/frown.gif" border=0>)
Advanced Tribe (always one square off of where an 'ideal' city would be <IMG SRC="http://forums.civfanatics.com/ubb/supersaiyan.gif" border=0>)
Barbs (only thing they are good for is if you survive and get Vet status or if you open them closer to another civs territory <IMG SRC="http://forums.civfanatics.com/ubb/biggrin.gif" border=0>)

I'm too much of a perfectionist to have something screw up my plans. I hate it when a city I get (from huts or capture) is one square off from where I want it to be. <IMG SRC="http://forums.civfanatics.com/ubb/mad.gif" border=0>

I sometimes use Allan's idea of building the city first, but only rarely do I wait to take a hut right when I find it. My main objective when exploring is exploration, the huts are just something to do while I'm scouting around. <IMG SRC="http://forums.civfanatics.com/ubb/smile.gif" border=0>

Edit: Yes, I can spell, eventually.
blushing.gif


[This message has been edited by Duke of Marlbrough (edited August 06, 2001).]
 
We prefer:

1. Nomad/Settler

2. Advanced City

3. Unit, if we are far enough away frow our citys or close enough to some other Civ's city to get a Non - unit.

4. Big money , if it is only 25 gold, it is almost as bad as #5 below.

5. Deserted Village

6. Tech , unless it is the Tech we are researching at the moment,
we usually do not want Tech.

7. Barbs

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TTFNFm & MTFBWY moof

" Only two things are infinite, the universe and human stupidity,

and I'm not sure about the former. " - Albert Einstein
 
We? Do you have a mouse in your pocket?


Nomad
Nomad
Nomad
Advanced Tribe (even though placement sucks)
Unit
Money
Tech


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It's In The Way That You Use It
Tuatha De Danann Tribe
ICQ 51553293

[This message has been edited by SlowwHand (edited August 07, 2001).]
 
SlowwHand.

No our pockets contain frogs & we each have our own,

we already went over this with dogberry on the thread linked below.

On the eighth & tenth reply down Here

Hope you like Engineer jokes.

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TTFNFm & MTFBWY moof

" Only two things are infinite, the universe and human stupidity,

and I'm not sure about the former. " - Albert Einstein
 
1. NONE Units (until founding Capital)

2. Nomads

3. Barbarians (esp. if hut is closer to AI cities)

4. Whatever... Gold is OK I guess.
 
Nomads
NON units
advanced tribe
money
tech
units
weeds
barbs
 
1. Weed (or is that "weeds") -- just kidding... for real:

EARLY IN THE GAME:
1) Settler
2) Tribe
3) Cash
4) Unit
5) Tech

LATER:
1) Settler
2) Cash
3) Tech
4) Tribe
5) Unit

P.S. Certain hut possibilities are not available at certain times:

BARBARIANS AND ADVANCED TRIBES will not appear within (i think) 5 squares of a founded city. For this reason, sometimes it's better to build a city with a sett and THEN "pop" the hut.

TECHS will not come (i think) after you discover engineering.
 
wow, this thread is resurrected!!
biggrin.gif

might as well join in,

1. Settlers
biggrin.gif

2. Tech
yeah.gif

3. Mercenaries
smile.gif

4. Cash
spinsmile.gif

5. Advanced tribe
shakehead_ron.gif

6. Barbarians
dizzy.gif
 

posted September 08, 2001 12:39 AM
Thanx starlifter... i was close

In re-reading this thread, it occurred to me some people might not realize one little thing... once any civ discovers Invention (not just your own), there are no more goodie-hut advances given... for any civ
beerchug.gif
.
 
Huh... never knew that, Starlifter. Anyway,

1. NON Settler. Always useful.
2. Tech. One more tech ahead in the technology tree.
3. Money (In The Beginning). Nice boost in the beginning, nothin' special in the end.
4. Military Unit. Especially if it's a NON unit.
5. Barbarians. Always makes me laugh as they attack me and die to make me even more powerful.
rocket.gif

6. Nothing. I hate nothing when I expect something.
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7. Advanced Tribe. I plan out where my cities go ahead o' time. They make me scream if it's a few squares near where I want it to be.
aargh4.gif
 
just wanted to add some info on huts. if you have a hut on your resource map and gather resources from the hut square, it dissapears. i dont think this should happen, maybe you should be able to get a bonus of trade or something for ten or fifthteen turns.
what do you think?
smile.gif
 

posted September 08, 2001 10:40 PM
just wanted to add some info on huts. if you have a hut on your resource map and gather resources from the hut square, it dissapears. i dont think this should happen, maybe you should be able to get a bonus of trade or something for ten or fifthteen turns.

Since many people may not have seen this effect, here it is... if you have an unpopped hut in a city's radius, and go to your city status screen then place a citizen to work on the tile that contians the hut... the hut will be "erased" (lost forever), and you will get nothing. It is not "popped", like when a unit enters it... it's just gone. So if you want it, sent a unit out to pop it before attempting to use the terrain under the hut!
smile.gif
 
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