Huts/Events Poll

Skill level and use of huts and events


  • Total voters
    114
IMHO starting out with Hunting sucks extra bad if one does not play with huts.

I'd be in favor of trimming the huts outcomes down a bit rather than removing them. I wonder if there's a mod for that.
 
IMHO starting out with Hunting sucks extra bad if one does not play with huts.

I'd be in favor of trimming the huts outcomes down a bit rather than removing them. I wonder if there's a mod for that.
That's a good point about hunting. Hunting is a decent starting tech when there are huts, but it's basically just junk without huts - a bit like starting with fishing when you aren't on the coast.
 
Monarch player, huts & events on, though I modded out the Vedic Aryans and Bermuda Triangle events.

As others have said, the events really add flavor and fun for me. I enjoy the fact that they can have a very small or very large impact on your immediate and even long term stratetic considerations. -1 Diplo hit with someone, not too big a deal usually. Getting Cover on all your melee units...I might decide to axe assualt someone I otherwise may have waited for catapults to tackle. The great thing about them I find is that they force you to rethink things a bit from a different angle. I think they help improve all around strategy and adaptablility.

I am considering turning huts off, but for me they have only ever had a major impact once when I popped BW and IW from consectutive huts as the Romans. That game was wrapped up stupid fast. Other than that one instance for me though, huts just don't seem to be a big enough help or hinderance to force me to care one way or the other. I can certainly do just as well without huts.

This subject has been hashed over and over again over the years and the camps don't really change. If you use huts & events or not really boils down to your concept of what is fun (highly subjective) and your tolerance for the added bit of randomness they provide (again highly subjective, your tolerance that is).
 
I wonder why civs with hunting start with only a scout rather than with a warrior and a scout.

It's a hilarious way to nerf civs though. Make Inca start with hunting. :D

There should be a scout UU for lulz.
 
It's a hilarious way to nerf civs though. Make Inca start with hunting. :D

There should be a scout UU for lulz.

I don't know if you know about this, but I find it quite ironic than in Civ3 the Incas did started with a scout and that their unique unit was actually a unique scout, the Chasquis Scout, which, IIRC, treated all terrain movement as if it had a road. :lol:
 
Noble (or, very rarely, Prince), huts and events on. I like to roleplay more than make mad pushes for early victories, and I definitely am not a good enough player to keep up with high-level AIs.
 
This does open up the engineering bulb, though, so it's probably better than starting with hunting.

Actually you need NOT to have fishing to easily bulb engineering, so fishing actually takes a minor strike as a starting tech, which is bad because it's already cheap beaker-wise and useless for inland starts. At least hunting opens a straight AH tech.
 
I'm not certain if this poll is an accurate depiction. I'm mildly surprised that more than a third of higher level players leave them on, but not surprised at all that the vast majority of lower level players do.
 
I don't know if you know about this, but I find it quite ironic than in Civ3 the Incas did started with a scout and that their unique unit was actually a unique scout, the Chasquis Scout, which, IIRC, treated all terrain movement as if it had a road. :lol:

Honestly, that would have been much more fun insteadof having a warrior that arbitrarily counters archers, but oh well. :crazyeye:
 
Archers in Civ3 had 2 attack, 1 defense and 1 movement, so they weren't really defensive units back then. :P

Longbows had 4/1/1 whereas the Paratrooper had 4/9/1, so that was even more crazy.
 
Yup, the "archers" in civ III are the spears and the civ III archers are pretty much "axes" :D

@uat2d
Spoiler portuguese talk. Open at your own peril :
Por amor de Deus, o Nilton ? :p
 
Monarch, standard sized fractal map, random leader, huts and events both on.

I think that huts and events add a little unpredictability to the game, forcing me to adapt my strategy on occasion.

I'll have what she's having. Venturing carefully into Emperor at the moment. Want to win with all Vanilla leaders on Monarch before diving in completely though.
 
Prince, huts and events off when I remember to turn them off :p

well, about 60% of the time. I often play with both on for a change. Depends on my mood, really.
 
Sometimes I do a play-now without thinking about it.
 
Monarch level
I just moved from Warlords to BTS so I am experimenting with events. I used to always play no huts, except for the e18 map where I know where every hut is.

I have turned events way up for now so I can get a handle on which ones I like and which ones I don't. Right now I feel to ones that don't allow treasury intervention but just pillage my tiles are a useless pain requiring I leave workers sleeping in my cities to keep them from starving back from food cap. Delaying barbarian uprisings makes sense because you shouldn't be able to deal with something like that in 3000 BC anyways. Everything else I have seen though makes sense and seems very good with a special nod towards quests.

Once I get a little more experience and maybe some input here I will mod the events I don't like out, or add balanced escape clauses. I like the idea that you need to keep some money set aside in your budget to deal with accidents as they occur. That is more or less how government works these days. But not the idea that every mountain is a volcano that WILL at some point destroy anything you build near it.
 
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