Spudsie74
Warlord
Dunno...widespread exploration seems a viable tactic. Not only goody huts, but finding finding barbs, annexing workers & settlers, and sussing out military expansion possibilities. The goody huts are useful enough that I frequently get a (free) scout or builder. Like some of the Eureka prerequisites (such as finding a natural wonder), you can't count on getting a free scout before turn 25, but you CAN use "observational awareness" (take your surroundings, present situation, and probable progress into account). It's great to have a plan, but so many features of this game are 1) influenced by local events and 2) have multiple workable solutions, that it pays to "prepare for all eventualities." Getting a goody hut, settler, or unexpected eureka can (in the early game) open up new possibilities. Ex: religion may become a much more favorable undertaking.
IMO, scouts, goody huts, and exploring make alternative strategies more workable. I tend to plan to grab everything I can, and explore as much as possible, THEN decide how to go about winning.
IMO, scouts, goody huts, and exploring make alternative strategies more workable. I tend to plan to grab everything I can, and explore as much as possible, THEN decide how to go about winning.


