Settler and Worker Huts

Instant_Cereal

Warlord
Joined
Nov 27, 2005
Messages
264
I did a quick search regarding this and skimmed through this sub-forum, so forgive me if there is already a topic addressing this.

Anyway, I was wondering where the file is, or if it's even possible, to mod the huts so they continue to reward free settlers and workers beyond warlord. I tried looking, but obviously failed. I figured the file would be an XML file though. Also, reducing the chances of popping one of these, so they're much more rare and rewarding, and definitely not something to depend on (they're a little too frequent on warlord, and I don't want it to be easy). I often play on Monarch/Emperor and miss the feeling of hittin' the jackpot, plus the interesting starts they'd sometimes warrant.
 
wrong forum but i'll answer you anyway :)

Check out your gameinfo folder in XML and look for the civ4handicapinfo.xml file

You'll need to edit the parts between <goodies> and </goodies>

if you look at settler and warlord they both have
Code:
				<GoodyType>GOODY_WORKER</GoodyType>
				<GoodyType>GOODY_SETTLER</GoodyType>
in there a couple of times

as far as i'm aware you have equal chance of getting any of the goodytypes when you pop a hut although if a type is there twice then you get 2x as much chance. (the exception is scouts who dnt get 'bad' goodies)

hope this helps
 
Ah, thanks, that's what I wanted.

Hmm, too bad there's no way of adjusting the chances. That sucks. I'm also assuming this applies to the AI. It's been a while since I played on the lower levels, and I'd hate to set myself with a possible advantage over the AI, though a few lucky huts would be a godsend on emperor and above.

Edit: I'm not experienced with this schtuff (you can probably tell), but I also notice "<GoodyType>GOODY_SETTLER</GoodyType>" is listed more than once on levels lower than warlord, and "<GoodyType>GOODY_LOW_GOLD</GoodyType>" is listed more frequently as the level rises (with HIGH_GOLD obviously diminishing with level progression), indicating certain things are more common than others. So, I guess I can offset this by slightly escalating the amount stronger bad huts and slightly reducing the rewards of other good huts. For example, remove one of monarch's tech lines (it only has two) and make every gold hut a low yield. Or I can only add worker huts instead of settlers, hmmm. 'Cause if the settler and worker huts don't apply to the AI, then I don't want to empower myself too much, I merely desire more variety and rare moments of great luck from huts instead of the usual gold, map, etc.
 
Oh, there is a way.

If you have 10 entries, 1 of them WORKER you have a 10% chance to get a worker (or any other entry). Now add 10 entries, all of them worker and you've got a 55% chance to get a worker and only a 5% chance for all 9 other entries.
 
what i did personally to allow very small chances of workers (and it would work the same for settlers) is simply copy the whole goody type section and add just one worker type at the end of it, it works out so you have around 1/20 or so chance of getting a worker.

Oh and yes it applies to the AI to, but they are not terribly good at seeking out huts
 
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