More settlers in 1.29f?

jimtess

Chieftain
Joined
Feb 13, 2002
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15
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NH/MA
I had never got a settler out of a hut before this GoTM (using 1.29) and it looks like a lot of people got a settler. Any general observations by anyone?


Is it just the low difficulty?
 
We all got word on how to improve are chances.

No settlers running anround or in production before you pop the hut. I change my setttlers in production to barracks before i pooped the back to settler. Got two extra this way.
 
Originally posted by Pygzilla
We all got word on how to improve are chances.

No settlers running anround or in production before you pop the hut. I change my setttlers in production to barracks before i pooped the back to settler. Got two extra this way.

The results of popping a hut should not be dependent on your current production orders or unit list. A poor choice of implementation, IMO. I don't know why game features would be programmed this way; it just makes them more exploitable. If this was done originally to enforce some sort of balance, it now has the opposite affect.

But hey, now I wonder if the AI uses this exploit too:rolleyes:
 
Another piece of the popping huts strategy is knowing that you cannot possibly get barbarians out of the huts if you have no military units.

You can use the ""worker as an explorer" exploit if you see huts near your first city. If you make sure the production queue is set to something other than a settler, then you have almost doubled your chances of getting an early settler.
 
The fact that you get no barbs if you have no military was posted in the firaxian comments on this subject. This just officially confirmed what I had guessed because in GOTM8 I used the worker as an explorer to try and gain a jump on the barbs.

This tactic comes at the cost of early roads and improvements around your capital so it only works well under certain terrain conditions and when you have lots of huts.
 
You certainly can get settlers from goody huts, especially if you're playing an Expansionist civ. No one took me seriously when I said that the "better stuff from goody huts" ability was powerful -- well here's one of your reasons why.

It needs to be stressed that you can't apply the same exact techniques that you used in Civ II to Civ III if you expect to stay in the game competitively. Civil Disorder early in the game is a clear sign you're not spending enough time on building infrastructure and trade.

Dan


__________________
Dan Magaha
Firaxis Games, Inc.

link to above quote

As well as:

quote:
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Originally posted by sumthinelse


The hardest thing to understand seems to be when a settler can appear and what the probability is, and under what conditions it can appear.

It sounds like difficult source code, and you are very kind to even try to look at it. Is there anything at all you can tell me about how any of the outcomes is determined? For example, my tests suggest that the only rule for a tech to appear (other than the already mentioned difficulty level and exp./non-exp. civ) is:

After the civ has entered the middle ages, techs no longer appear.
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It's not really that it's difficult; it's just that it was implemented by an intern . Here are the conditions:

Gold:
*The tile must not have any type of resource or luxury on it.

Maps:
--always available

Nothing:
--always available

Settler:
*Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
*Number of player's cities must be <= (TotalCities / NumActivePlayers).

Mercenaries (skilled warrior):
*There must be a unit available to the Barbarians as well as the player and that unit must be able to be built (or have been built) by some player in the game.

Tech:
*Player must still be in Ancient Times.

Barbarians:
*Player must not have Expansionist trait.
*There must not be a city within a 1-tile radius.
*The player must have at least 1 city.
*The player must have at least 1 military unit.
*The unit popping the hut must not have the "All Terrain As Roads" ability.

Second link for goody huts

There are several comments about goody huts in this particular thread.
 
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