Isolated start - tech hut

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Chieftain
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Jun 25, 2007
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Hello everyone, in my last game (Fractal, Immortal, small map, normal game speed) I've had an isolated start. Other 4 civs were on the same big continent overseas.

There was a villager's hut on the hill, guarded by standing fortified barbarian archer. It was a well defended position, and because archer stayed on the hill all the time(more than 5000 years), I left it for better unit to solve. REXing and teching peacefully in game and cursing isolated starts loudly in RL.

Then overseas tech leader come to say me that I were very backwarded civilization (like 10 techs behind), I've anticipated that hoping for some early wars betwen them, none of that happened.

I finally killed that barbarian guy on the hill. Popping up..... ASTRONOMY !! Hell, very advanced villagers. So advanced that none of overseas civs have it either. So I traded it for Education from one civ, and for Nationalism from another immediately. Voila! About 6000 beakers ahead from one hut.

Is it a possible strategy to left corner hut/huts for later use when starting isolated? I would go so far, that next isolated game, I will consider guarded hut a factor when deciding placement of my cities.


EDIT:
To make this thread based on my bad knowledge more interesting, I would like to ask people if they have any experience with hut guarding barbarians, and what they found in the guarded hut. So far, I am on 2 techs from 2 guarded huts in my games. Just curious if there is some hidden guarded hut modifier.
 
Is it a possible strategy to left corner hut/huts for later use when starting isolated? I would go so far, that next isolated game, I will consider guarded hut a factor when deciding placement of my cities.
Well, it's a gamble. On Immortal you have a 10% chance of popping a tech from a hut (and as a reference you also have 35% chance of popping hostile villagers). And Astronomy is in fact the best you can hope for.

[EDIT]
Put it this way: Since astronomy is worth 2000:science: and is the most expensive hut tech, and only 10% of huts have techs, each hut is statistically worth 200:science:.

If the hut is on a grassland tile, it would earn you more :science: if you cottaged that tile (founding a city nearby) and worked it for about 150 turns if your slider is at 50% science (taking into account cottage growth).
 
Is it a possible strategy to left corner hut/huts for later use when starting isolated? I would go so far, that next isolated game, I will consider guarded hut a factor when deciding placement of my cities.
Yes, but it's probably better to aim for an earlier tech like Iron Working or Metal Casting. Popping Astronomy is such a rare event, it's not worth betting on, especially when you're isolated and your tech pace needs an early jump-start.
 
I've had Astronomy before the AI civs have settled their second cities. :cool:
 
Well, I didn't look into any civ files. It just looks to me that barbarian archer was there because of more valuable hut. Where I can read something about hut mechanism and scaling by the difficulty?
 
Well, I didn't look into any civ files. It just looks to me that barbarian archer was there because of more valuable hut. Where I can read something about hut mechanism and scaling by the difficulty?

Hut probabilities can be found in:
Your CIV Folder/Assets/XML/GameInfo/CIV4HandicapInfo.xml

The list of poppable techs is:
Mysticism
Priesthood
Monarchy (I got it once in 3000 BC:))
Literature
Drama
Music
Fishing
The Wheel
Agriculture
Pottery
Sailing
Writing
Mathematics
Calendar
Currency
Astronomy
Hunting
Mining
Archery
Masonry
Animal Husbandry
Bronze Working
Horseback Riding
Iron Working
Metal Casting
Compass
Construction
 
Well, I didn't look into any civ files. It just looks to me that barbarian archer was there because of more valuable hut. Where I can read something about hut mechanism and scaling by the difficulty?

In the XML files.

GameInfo > CIV4HandicapInfo.

That will show you the possible goodies you can get from huts. :)
 
this was really rather scary:

3000BCsHutLuck.jpg


it was a funky game from Deviant Minds. 7 or so AI, teamed, and starting with a -100 attitude toward me. not always war, but always enemies. it was not pleasant seeing that they popped monarchy that early. ALL of them, since they were a team! :eek:.
 
Many thanks Frob.

To make this thread based on my bad knowledge more interesting, I would like to ask people if they have any experience with hut guarding barbarians, and what they found in the guarded hut.
 
i know nothing about the code, i'm just guessing based on what i've seen. seems to me that after a certain time period, the AI decides "oh this hut is still here, a barbarian should stand guard upon it because it's all historical and stuff now." i never see them guarded right away. but on islands, or on the new world playing a terra map, there'll be quite a few. but you still just get measly gold and stuff.

but i only ever remember seeing warriors standing guard that way, not archers. even in 1400 AD it'll be a warrior, maybe i'm remembering wrong or only remembering vanilla and it's changed? yours was an archer. in any case, if you saw it really early and it was guarded right away then my theory wouldn't fit.
 
I would like to ask people if they have any experience with hut guarding barbarians, and what they found in the guarded hut.
Guarded huts give the same type of results as unguarded huts.

You can pop a guarded hut with culture boundaries the same way you can pop unguarded huts. If the hut's guarded by a warrior, there's a chance the warrior will be gifted to you (basically the hut gives you a warrior.) If it's an archer it will attack you...or pop outside your boundaries, if you have the Great Wall. ;)
 
Thanks Panther!

At least I assume that if you have all techs from hut popping list but one, you get that one if you pop up a tech, right?
 
i know nothing about the code, i'm just guessing based on what i've seen. seems to me that after a certain time period, the AI decides "oh this hut is still here, a barbarian should stand guard upon it because it's all historical and stuff now." i never see them guarded right away. but on islands, or on the new world playing a terra map, there'll be quite a few. but you still just get measly gold and stuff.

but i only ever remember seeing warriors standing guard that way, not archers. even in 1400 AD it'll be a warrior, maybe i'm remembering wrong or only remembering vanilla and it's changed? yours was an archer. in any case, if you saw it really early and it was guarded right away then my theory wouldn't fit.
I think that when a non-animal barb unit comes across a hut, it stays put and guards it for all eternity. Or until it's killed for it's trouble, whichever comes first.

Since the earliest barbs that spawn tend to be warriors, they usually end up on guard duty, but in theory there's no reason why it couldn't be any other unit.
 
I popped a guarded hut in my last game and got hostile villagers. They killed my wounded axeman and then went on to pillage me. :mad:
 
I think that when a non-animal barb unit comes across a hut, it stays put and guards it for all eternity. Or until it's killed for it's trouble, whichever comes first.

Since the earliest barbs that spawn tend to be warriors, they usually end up on guard duty, but in theory there's no reason why it couldn't be any other unit.

oh that does sound pretty logical in a civ way! i hadn't thought of it that way. thanks for taking the trouble to post that, i shall not kill you for your trouble ;)
 
I think that they end up being guarded like that, but I think that there can be a changing of the guard. I've seen archers and axemen guarding them. I played around with a guarded hut once trying to sucker the guard away, and at some point the original warrior attacked someone and left an archer there that I couldn't draw away.
 
Hut probabilities can be found in:
Your CIV Folder/Assets/XML/GameInfo/CIV4HandicapInfo.xml

The list of poppable techs is:
Mysticism
Priesthood
Monarchy (I got it once in 3000 BC:))
Literature
Drama
Music
Fishing
The Wheel
Agriculture
Pottery
Sailing
Writing
Mathematics
Calendar
Currency
Astronomy
Hunting
Mining
Archery
Masonry
Animal Husbandry
Bronze Working
Horseback Riding
Iron Working
Metal Casting
Compass
Construction

Frob - Do you know what controls the tech you are going to pop? Is it just a random roll according the the Era you are in or is it some type of weighted roll on the the tech? Is it possible to pop astronomy in 4000 BC?
 
Frob - Do you know what controls the tech you are going to pop? Is it just a random roll according the the Era you are in or is it some type of weighted roll on the the tech? Is it possible to pop astronomy in 4000 BC?
I'm pretty sure the game just checks which techs you have prerequisites for and then chooses a tech random from those. There is no weighting mentioned in the XML.

Since you need the prerequisites you can't pop astronomy in 4000 BC. You'd have to have the Optics tech first.
 
Put it this way: Since astronomy is worth 2000:science: and is the most expensive hut tech, and only 10% of huts have techs, each hut is statistically worth 200:science:.

If the hut is on a grassland tile, it would earn you more :science: if you cottaged that tile (founding a city nearby) and worked it for about 150 turns if your slider is at 50% science (taking into account cottage growth).

Interesting idea for comparison. But I would like to correct it a bit. I can't agree with that. Its like comparing scientist from Great library to proper merchant from market. You don't need working population for that hut. Great idea anyway.
 
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