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Huts with Barbarian Defenders.

Gothic_Empire

AKA, Ramen Empire
Joined
Aug 5, 2008
Messages
1,502
Heya,

While exploring, I generally find that late-game huts have defenders. This pretty much ensures a hostile tribe, since the defender will never move.

Will these huts eventually evolve into a barbarian city?
 
No, it's just an annoying game feature that makes Explorers even more useless than they already are.
 
Any way I can turn it off? << >> Where does that pop up in the XML?

... or maybe a way to make explorers able to attack?
 
@ Gothic Empire
Two options:
1. Play with no barbarians
2. Explore with spies. They can pop huts without attacking defenders.
 
^^^ I was just going to mention explore with spies. I use an explorer to map out the territory, and use spies to head straight for any defended huts. Spies are slow in undeveloped territory. But if you keep a caravel handy for them, you can leapfrog some of the empty territory and go straight for the huts.
 
I first ran into this in Warlords and found that I was able to pop the hut even after taking out the defending barb. Haven't seen it in BtS yet so I don't know if it automatically creates hostiles now.
 
Some of the huts create hostiles. But none of the barbs see the spy. If you move a spy onto a tile with a hut, the barb just leaves and goes wandering off aimlessly.
 
I first ran into this in Warlords and found that I was able to pop the hut even after taking out the defending barb. Haven't seen it in BtS yet so I don't know if it automatically creates hostiles now.

It's far from automatic. Although if a city expands and pops the hut, the barbarian guarding it is free to move.
 
No, it's just an annoying game feature that makes Explorers even more useless than they already are.

In the Wolfshanze mod, explorers can attack.

Slightly off-topic, but there are so many reasons why Wolfshanze doesn't feel like a mod at all. It just feels like regular Civ4 as it was meant to be. It still plays mostly the same. It just feels as if it was patched up intelligently to fix all sorts of little annoyances like this one.
 
Using BTS: whenever I used to use spies to pop those occupied huts, they were ALWAYS hostile. It didn't matter to the spy, but it was pretty pointless.
Now I just turn the huts off.
 
They weren't always hostile. I got plenty of small gold, a couple of warriors, and the occasional map, more than I got hostile villagers.
 
could you group an explorer/scout with your attacker? who would get the village?
 
@Cutlass. Wow! I must have had an incredible run of bad luck with my spies, because I tried like eight or nine times on one map and the huts were always hostile!
 
@Cutlass. Wow! I must have had an incredible run of bad luck with my spies, because I tried like eight or nine times on one map and the huts were always hostile!

I don't have an answer for that
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I'm not a code expert, but from experience the fact that the huts have defenders doesn't seem to affect the outcome, except in the sense that you can't use a recon unit to pop it. I usually send 2-3 military units with less than 10 experience to make sure I can get experience from it, pop it and survive if it's hostile.
 
could you group an explorer/scout with your attacker? who would get the village?

The combat unit would get the village. I've done this, and I've got hostile results frequently.

The best bet seems to be the spy, though the result is no better than using a combat unit to do the job. You can drop a spy in the new world on a Terra type map and explore without risks.
 
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