Artichoker
Emperor
- Joined
- Dec 21, 2007
- Messages
- 1,711
I don't like luck boxing in general. It's pretty rare with huts, but there have been a few games here that have been decided directly due to the outcome of huts (one player succeeded while others failed). They definitely sway comparison between games consistently though. If 10 people play something there's always going to be someone who gets barbs and loses his scouting warrior and someone else who popped 1-3 techs.
If the purpose of the game is to compare how different players play from the same starting save, then I fully agree with you. On the other hand, the single-player version of the game was never intended to be played with this purpose, but rather an isolated game with no parallel instances.
If you said that because 9 different parallel universes of ours turned out very differently based on the luck of the alignment of the stars, then the luck was a very bad thing...well, that assumes that there were 9 parallel universes to begin with, and they were all created for the purpose of comparison with each other.
IMO barb animals are just as bad as huts, or probably worse. No matter what you movement pattern is, starting from turn 5 there is *always* a chance that you lose your scouting unit early, having a material impact on the game. There is literally no way to consistently keep warriors or scouts safe. With warriors, you can run into a bear or simply get back luck vs something with 2 str. With scouts, you pick your poison: either move onto defensive terrain (but risk landing next to a bear, which will always have >50% odds vs you) or don't move onto defensive terrain, and risk getting coin-flip sniped by a panther...or possibly run into terrain where you have no choice but to move onto defensive terrain or backtrack.
I agree here...losing a Warrior to a Lion is common enough.
With Scouts, though, they lose badly to barbarian Warriors in almost every scenario. If they didn't pop anything from huts, they are almost worthless at that point, since there is no way to ensure their survival when scouting.
Once the barbarian Warriors and Archers appear, Scouts fall in value greatly compared to Warriors. Because at that point, they are not even good for what they were intended to do. But when there are huts to reward them for successful scouting, then they at least have some form of compensation in the form of extra monetary rewards. Warriors, on the other hand, at least have a fighting chance vs. Archers when defending on forested hill tiles (or forested tiles behind a river).
I like huts, they add another element to the game. It's also somewhat balancing. Without huts, civs that start with hunting/scouts are probably worse off than civs that start with something like agriculture and warriors. Huts enabled allows those civs starting with scouts to exploit that advantage they have. It also rewards you for scouting more territory - popping more huts - instead of just sitting there in your city. Scouting properly actually takes some skill. Don't believe me? Just put your scout on auto and see how many huts it pops before it dies. Learning to scout effectively has improved my game - I can now keep warriors/scouts alive longer, get them to pop more huts, and see more land sooner.
Hunting is a special tech in this regard...it counts as one of the 2 starting techs that you begin with, but there are not many resources that are improved by it, compared to say Agriculture or Fishing.
Are Scouts less valuable than Warriors when huts are disabled? I would say so. Once the barbarian Archers come, the chance of a Warrior defending successfully against one of them is much better than the Scout.