SGOTM 08 - Smurkz

Then please get that PPP up today!
 
Do we really want the Rockport axeman to pop the goodie hut? I don't know what the actual probabilities are, but scouts are more likely to get a good result, and I would assume that popping it culturally would also be better. The danger is that an AI would pop it before us, but we should be able to see that coming, yes? What if our axe pops a horde of barbarians?
 
Was looking in the xml but could not find anything relative to this (in GoodyInfo and similar...), but can we pop the hut with the GA, hoping to have better rolls ?

Free experience is ok, but an axeman will be soon obsolete... ;)
 
An axeman can be upgraded though.

But yes, I can see the argument for not popping the hut. In that case just move the axe to the central plains tile instead of to the hut, and wait with the hut until we have a settler so we can pop it with borders.

No, a GA won't get better odds, only Scouts and Explorers do.
 
No, a GA won't get better odds, only Scouts and Explorers do.

Too bad. Well the only thing that would be an issue is an AI unloading on the hut.

SInce we are not planning another city on the island any time soon (are we ?) seems like we need to wait for a worker there... (worker/settler cannot pop barbs, or can they) ?
 
:blush:

why have I never lost a worker to barbs, since I do pop huts with workers fairly often ?

<nit-picking-mode "on">
And by the way, does cultural borders net you better results ? I guess not, since only Scout and Explorers do.
<ni-picking-mode "off">

:blush:
 
Haha, sorry for being :p, couldn't resist :blush:. But maybe I shouldn't be so sure then... can't check the code here and now, but I was under the impression that expanding borders cannot pop barbies. So make that only scouts and explorers of the units. Though we should look it up for sure. (Or rolo will come along and set things right ;)).
 
AFAIK Niklas is right: of units, only scouts and explorers can't pop barbs. Border pop also does not pop barbs as well ( and as it can't get experience it is even better than a scout :p ).
 
OK :p (just to be on par when counting tongues here...)

;)

I agree border popping is what is best (though an explorer getting Exp is not that bad, but we don't have them yet), but when we'll build the fish city is unclear to me (not a great city, even if Fish+3PH probably is not too bad). So either we keep an eye on it, risking a caravel AI, or we build a scout :crazyeye: (though I do not really mind risking it).

I could not find my way in the Assets looking for popping probabilities... :blush:
 
If we aren't going to use the axe to pop the hut, we should build a scout now. It's only 15 hammers. It will be "forever and a day" before we build a city to get that hut, and there is another hut in the ice to the south.

I vote for using the axe, failing that build a scout. I vote against waiting.
 
OK :p (just to be on par when counting tongues here...)

;)

I agree border popping is what is best (though an explorer getting Exp is not that bad, but we don't have them yet), but when we'll build the fish city is unclear to me (not a great city, even if Fish+3PH probably is not too bad). So either we keep an eye on it, risking a caravel AI, or we build a scout :crazyeye: (though I do not really mind risking it).

I could not find my way in the Assets looking for popping probabilities... :blush:
:p :p I win ;)

(....)\Assets\XML\GameInfo\Civ4HandicapInfo.xml

The part that matters for us ( goody huts prob on Monarch )
Code:
<Goodies>
				<GoodyType>GOODY_HIGH_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_MAP</GoodyType>
				<GoodyType>GOODY_MAP</GoodyType>
				<GoodyType>GOODY_WARRIOR</GoodyType>
				<GoodyType>GOODY_WARRIOR</GoodyType>
				<GoodyType>GOODY_SCOUT</GoodyType>
				<GoodyType>GOODY_EXPERIENCE</GoodyType>
				<GoodyType>GOODY_EXPERIENCE</GoodyType>
				<GoodyType>GOODY_HEALING</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>

P.S a scout,explorer or city can get nothing from a hut..... if they get a forbidden result 10 times in a row ( barbs to the scout/explorer, Barbs + experience + heal for a city ) . You can do the math to see the actual odds of that happening, but I assure you that they are very low ( but it happens :p )
 
Saw that (and I guessed repetition meant that you get 4/20 chances of getting LOW_GOLD for example).

But. Where can we get the "inhibition" system for scouts/explorers/borders ? I guess it is done through rerolling.. I also now that Astro is the top Tech you can get, meaning that there is also some rerolling on occasion (borders = no barbs, no exp AND no healing, which I also assume you do not get when at full health).

All in all, there is more to hut popping than this, and even if we probably know all of this "more" I'd still gladly get some explanation of where the python/C++ code is for this :P

:p :p :p :p Competition is on !
 
Yup, it is done by reroling and "bad results" are rerolled. Yup, you obviously can't get healing with a full health unit too :p You can get all the techs until the classical age by hut popping and Music and Astro.

I'll get the code when I find it... where is niklas when I need him ? :p

Beat this:

:p :p :p :p :p :p :p :p :p :p :p :p :p :p :p :p :p :p

p.S Both scouts and explores have a <bNoBadGoodies>1</bNoBadGoodies> tag. Must find that in the dll :/
 
I'll get the code when I find it... where is niklas when I need him ? :p
Off getting a nice sauna and massage. :D

I'll jump back in the discussion in a while.

Methos, where are you? :twitch:
 
Maybe we could immediately whip a scout in Rockport. The current build plan for Angkor Wat ends with an extra 14 hammers--ooh, so close to the 15 we need for a scout! But if we whip now we'll have 15 hammers of overflow that will be given to AW. Yes, it delays growth so we'll lose quite a few hammers along the way and probably delay AW by 1 turn, but it would be nice to have that scout right now to pop the hut. And once Willy is posted we have little to fear from barbs pillaging our Rockport clams so we could use the galley to carry the scout to the second hut down south, as Chris said. Maybe we even want to send the galley/scout there first, so that the galley will be back near Rockport to guard the clams from Shaka after we attack.
 
Back
Top Bottom