Hut Goodies & Unit influence

henmike_sigo

Chieftain
Joined
Apr 19, 2001
Messages
39
Location
OKC, OK USA
Has anyone done any research into whether the type of unit influences the outcome of a hut. IE non-military units are more likely to produce rather than military. Kinda was wondering because I like using diplomats as scouts. Are the hut percentages generated as they are discovered or at the beginning of the game. Thought it would add a little flavor to the game if it took into consideration whether you approach a hut with aggressive force (those hordes look pretty aggressive themselves) or with a more diplomatic angle.
 
Seen on another forum :
1) If you visit aroud the hut, you get a lower level of risk to obtain a barbarian hord.
2) The best gift of a hut is a advance of science.
3) When INVENTION is known, you never found a advance of science in a hut. But you can get an advanced city, whith more people, marketplace and other...

I don't know how to have more huts on my map. Huts are very good in the start of the game !

------------------
Henri Bourjade
 
Last game I played, I found a goodie hut really late on. When I openeditup I got a size 4 city with granary,library, temple and marketplace. A very nice little surprise.
 
Played around with the hut idea for about an hour yesterday, I think it's a percentage that's generated from turn to turn. Didn't see any real difference between military and non-military units. I might try again next week and keep track of the statics so they could be posted for anyone interested.
 
Alan_Nicoll, just gift a tech and your rate will return to normal. <IMG SRC="http://forums.civfanatics.com/ubb/smile.gif" border=0>

[This message has been edited by Magnus (edited May 25, 2001).]
 
The worst hut is the money hut, unless you're low on cash, of course, the barbarians are the shitiest, but i'm talking bout beneficial huts
smile.gif
, as is the village abandoned.
For me, advanced city is the best deal, since i always go for tech in my game, so no real problem to fall behind in tech.
BUT BEWARE - one small step into a wrong hut, and you're screwed. I once lost 4 cities due to that - at the beginning of a game, and let me tell you, twas a terrible thing indeed.



------------------
"The weak have one weapon: the errors of those who think they are strong."

- Georges Bidault
 
Despite the fact that my last diplomat died in shame (or by ruthless cannibals), I'm still superstitious -- diplomats make excellent explorers.

If you're not in a rush, a diplomat supported by one or two horse/chariot/elephant units make a damned effective combination for the hordes that may arise ... depending on the terrain, of course.
 
In my current ROMAN game, I had only 2 huts on my island. Thankfully both were close enough that while scouting for a suitable location for my first city, they both produced chariots. Usually I try to go the diplomat/chariot(horseman) route for exploring. When I finished setting the island (5 cities....dinky), I sent a ship with the chariot and diplomat team for the first scouting mission. Brought the ship back for the second scout unit and went further out exploring. Net result was the defeat of the Viking & Greek empires by 1AD. Considering that I'm trying to be as economical as possible between using force and expanding, I thought it wasn't too bad.
 
Originally posted by Magnus:
Alan_Nicoll, just gift a tech and your rate will return to normal. <IMG SRC="http://forums.civfanatics.com/ubb/smile.gif" border=0>

That is not true. By finding an off-topic tech you could delay your research by quite a few turns and the effect is cumulative. Gifting techs can help a little, but you will always "pay" for that extra tech. Gifting or no gifting, the 3rd tech will take considerably more beakers than the 2nd tech, and so on.



------------------
DEATH awaits you all...with nasty, big, pointy teeth.
 
If you get barbarians or something else you don't like you can either save the game before you go into the hut or if you have auto save on you don't have to. If you do this each time you go in it will be different.
Hope You Enjoy This.


I'll Reap ya Later

------------------
Reaper of the Night
 
Nightreaper - that is known as cheating! If you did that in a competitive scenario, such as GOTM, people would be most annoyed. Having said that, I didn't think of it as a tactic until I read the tutorial which came with my game. I hadn't bothered with this at first, as I knew how to play CIV1. But the tutorial notes said to save the game before opening a hut - not encouraging best practice
smile.gif
Having read that hint, I did it all the time, and am now having to wean myself off the practice - it is so annoying to get jumped by a load of barbarians when you've just founded a city nearby!
 
I would be most annoyed if people were cheating in GOTM. But how on earth could you know that they were doing that?
 
Magnus sez:
Alan_Nicoll, just gift a tech and your rate will return to normal.

This requires contact with another civ, of course, which I probably won't have until later. The time it's most devastating to get free tech is very early, when I'm likely pushing about as hard as I can for Republic (at King level). Still, I keep taking those huts
smile.gif
 
Is their a point in the game where huts stop giving scrolls af ancient wisdom it seems that way to me. It would seem a bit daft really though wouldn't it. The year is 2012 and you stumble across a hut containing scrolls about the secrets of the superconductor.
 
The type of unit is not supposed to make any diffenence in the outcome of opening a hut, and I have not noticed any bias. In theory, the outcome of the hut is decided at random (within certain parameters) at the time you enter the hut.
 
Back
Top Bottom