"Lucky" goodie huts

Wurth

Chieftain
Joined
Jan 15, 2009
Messages
13
Here's a fun scenario I encountered. I had one of the civs with a scout, and was able to go about collecting goodie huts from near my rivals. Within 10 turns I had found 2 settlers!

Here's the problem: it's so early in the game that I probably wouldn't be able to handle the maintenance costs. I've seen this scenario drop me to 30% on the research slider rather quickly. What's the best suggestion you guys have for this 'miraculous' start? Should I settle both and get commerce running as fast as possible, or hold one back while I get the second city up and running?

EDIT: I apologize for having no further information on the map or my starting locations, I just remembered the scenario while browsing a similar topic, and thought it would be worth investigating.
 
Move up to noble, and never have this "problem" again.

I'd settle, and get the trade network going.
Remember, your percentage of research doesn't matter, how many beakers you produce do.
 
Above a certain level, settlers don't come from goodie huts (Noble and up?), so I don't think I ever saw that happen.

The AI advances real slow at those levels. If the third city pays its own maintenance costs, you shouldn't fall too far behind by just building a worker in all three and improving them all at the same time. Make sure they are connected and you should make more commerce from the trade routes than you lose by having three cities. (edit - you will probably end up ahead with three cities even if they are not connected, but no point passing up extra income.)

edit - and beakers per turn is the number you ultimately want to raise. The percent is just how you want your commerce :commerce: divided up, not the final research speed. Building research and science specialists are added to the research total separately, same with building gold and working merchants (with respect to income).
 
Remember that an empire at 20% research producing 200 :science: per turn is better than an empire at 80% research producing 100 :science: per turn. My advice is to not worry what position the slider is at, but to worry about the :science: per turn that the empire is producing. I have often in the end game had 30% research on the slider while netting 2000+ :science:
 
You think that's good? One time I played a game where I got no less than three early techs, and two scouts! I also got some money and maps (honestly, maps? Thanks guys, but I'll find my way by myself).
 
You think that's good? One time I played a game where I got no less than three early techs, and two scouts! I also got some money and maps (honestly, maps? Thanks guys, but I'll find my way by myself).

I have scored three or more early techs plus money before, but tech from the first three huts in a row? That was rare!

I agree, pop a couple scouts and the extra huts you can reach will rake in a lot more bling. I am sure I did better in the past, but I only remember the highlights of recent games, unfortunately...

edit - yeah, I have seen a few maps lately, more than I would like.
 
I have scored three or more early techs plus money before, but tech from the first three huts in a row? That was rare!

I agree, pop a couple scouts and the extra huts you can reach will rake in a lot more bling. I am sure I did better in the past, but I only remember the highlights of recent games, unfortunately...

edit - yeah, I have seen a few maps lately, more than I would like.


Oh, no, this wasn't three in a row. It was in the early exploration phase. I think I actually popped the second scout first or second, and then got good techs as I went along.
 
Oh, no, this wasn't three in a row. It was in the early exploration phase. I think I actually popped the second scout first or second, and then got good techs as I went along.

Oh, sorry. The way the OP was worded I thought he was amazed he got it by turn ten before any techs were researched, not that he never scored two settlers ever. I just assumed you picked all this up by turn ten as well.

I figured the only way that can happen by turn ten was if you popped a couple scouts asap, then popped the three techs one after another.
 
If we're talking ridiculous hut luck, then I reckon mine will take some beating...

Playing as Rome, I popped two huts and recieved two free techs. Can you guess what they were? ;)
 
Yeah, that'd be INSANELY good luck. For me this was around Turn...uh...30? 50? I dunno. There were still huts to be grabbed and land to be explored, but it was early on. Like, not all of the "starting" techs had been researched (fishing, mining, ag, ah, hunting, etc.)
 
I turn off goody huts. Had too many runs of getting maps and measly gold and the AI get techs (or seemed to).
 
My bro got 6 workers with the Vikings
HE plays on SETTLER
getting anything good on the higher levels is next to impossible and you can check that in the Reference Guide
 
Here's a fun scenario I encountered. I had one of the civs with a scout, and was able to go about collecting goodie huts from near my rivals. Within 10 turns I had found 2 settlers!

Here's the problem: it's so early in the game that I probably wouldn't be able to handle the maintenance costs. I've seen this scenario drop me to 30% on the research slider rather quickly. What's the best suggestion you guys have for this 'miraculous' start? Should I settle both and get commerce running as fast as possible, or hold one back while I get the second city up and running?

EDIT: I apologize for having no further information on the map or my starting locations, I just remembered the scenario while browsing a similar topic, and thought it would be worth investigating.

Lucky huts? Let's look at this:

I pop Bronze Working turn 1, Iron Working turn 3, a scout turn 6, Pottery turn 8, Animal Husbandry turn 16, Writing turn 22, some gold turn 26, Metal Casting turn 40, Music turn 80, and Astronomy turn 130.

:goodjob:


Spoiler :

(No, that didn't really happen, but that's a dream of mine)
 
Anyone tried a HutMax (tm) strategy?

Step one: Custom Game: pick a map with a large landmass and neighbors who don't start with Hunting (Prince and below). Or just go with Pangaea and see what AIs you get.
Step two: Pick a civ that starts with Hunting.
Step three: build 2 scouts to go with starting scout.
Step four: gather huts like a madman.

I know that folks love to build a worker first, but honestly, if you can grab 10+ huts, the gold and techs you will garner are a huge short-term advantage worth waiting a few extra turns on a worker. Not to mention that for many of the civs that start with Hunting, there's often nothing in the BFC for a worker to do right away anyway.
 
Hi

One of my nicest goodyhut series didnt even involve techs. In one game warrior pops a hut near my starting bfc and pops a map. I am like ugh! BUT at least map reveals a goody hut at far end of new revealed tiles so warrior scoots over to it and pops ANOTHER map. I am starting to go grrrr but then I am like wait a sec--this map reveals shaka's cap and it havent even had its fist culture pop yet. Warrior scoots over and yep no culture pop and no garrison yet. So next turn warrior clears out one of the MOST annoying neighbors you'd want probably only Monty would be worse. And all thanks to goodyhuts hehe :)

Kaytie
 
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