What Determines Goody Hut Treasure?

bosstone

Chieftain
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What factors go into determining what a Goody Hut will yield?

I know that having a unit like a Scout should yield better results. But what else might drive that? For example I rarely get two technology wins in a row.
 
When entering the tile of a tribal hut, it rolls a result and if the result is agreed, you get the prize. For example, if a scout, a game without barbs or 8 tiles away from your capital, you can't get barbs. If the first dice roll gives barbs, then it rerolls until a result fulfills the condition. And it goes on until 10 rolls, then if the result is not acceptable (like XP points on workers, settlers or city culture spread), it gives the incredibly rare result: "nothing", which was noted in the past game CivIII, but in Civ4, it just vanishes. Depending of the conditions, one may skew the tribal hut results, but it is rarely worth it because, in the end, it's all random. Nonetheless, here is a small list of possible conditions to bias the results:

1) No XP for workers, settlers and culture expansion
2) No techs before settling capital (unless playing K-mod)
3) No "friendly tribe healing your unit" if your unit isn't damaged more than 60% of its health.
4) No barbs for scouts, huts 8 tiles or less away from capital or "No Barbs" games.
5) No warriors or XP before the 10th turn (whatever the gamespeed). It was done for MP fairness.
6) Free settlers or workers below Prince diff.

That is all. Now, regarding a correct pathfinding to find huts, note that huts are hardcoded to never be distributed in less than three tiles of separation. Therefore, it is possible to make a optimal pathfinding to get as much huts in the fastest time while leaving unfogged regions. Only problem with hut system allowed is it confronts the basic need of complete exploration to plop your first cities with the best resources around. And that needs complete exploration of surroundings without leaving a single tile uncovered lest to miss a capital resource. Optimal "search and destroy" hut quest compromises this.

La fin.
 
1) No XP for workers, settlers and culture expansion
2) No techs before settling capital (unless playing K-mod)
3) No "friendly tribe healing your unit" if your unit isn't damaged more than 60% of its health.
4) No barbs for scouts, huts 8 tiles or less away from capital or "No Barbs" games.
5) No warriors or XP before the 10th turn (whatever the gamespeed). It was done for MP fairness.
6) Free settlers or workers below Prince diff.

Don't think you get Settlers at Noble apart from that a good list :-)

The confluence of these rules can lead to situations like this:-

Turn Date Event
0 4000 BC The villagers have provided you with a Settler!
2 3970 BC The villagers give you gold! You have received 156 gold!
The villagers have provided you with a Worker!
4 3940 BC The villagers have provided you with a Worker!
5 3925 BC The villagers have provided you with a Settler!
8 3880 BC The villagers have provided you with a Settler!
9 3865 BC The villagers have provided you with a map!

Every unit popped goes looking for huts - just make sure you have founded a city by turn 10 or you will lose the game!

http://hof.civfanatics.net/civ4/game_info.php?show=playerlog&dsply=0&entryID=27041
 
Don't think you get Settlers at Noble apart from that a good list :-)

Well, I was a "prolific" HoF player in the past. I knew (and still know) how to abuse every little flaw the game could afford me.

As I said, below Noble diff. Settlers and Workers can't be popped on Noble because it is regarded as the "fair" level between the human and the AIs. Below, a lot of advantages are given to the player and higher, the human loses advantages and the AIs gain many of them. Hence, the impossibility to get free settlers and workers on noble and higher.
 
I've been testing this with different reloads and one thing I have seemed to notice is that if you get a really powerful result like a new technology, it's almost impossible to get the same type of great result on the next hut.

Would it be the case that the "last result" is a strong variable that affects the next result?

Also, if the rolls are that random, it would seem highly unusual that on reloads the same result "You have rec. 368 gold" would keep popping up in 2 - 3 retries on the same hut.

Any thoughts there?

Appreciate all the feedback btw.
 
Also, if the rolls are that random, it would seem highly unusual that on reloads the same result "You have rec. 368 gold" would keep popping up in 2 - 3 retries on the same hut.

Any thoughts there?

Appreciate all the feedback btw.

Well, I believe they tried to make it so that you can't keep reloading it over and over again to hopefully get something better. Like how with standard settings no matter how many times you reload, if u lost a battle you will always lose it no matter what.


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In fact, that is not correct. It was not intentional because the most simplistic random number generators are pseudo-probabilistic. To the greatest theoritical extent, there is not a single real probabilistic system except anything straight from the realm of quantum physics. Back to the subject, the "getSorenRandNum" is the civ4 pseudo-probabilistic numgenerator using the concept of "seed", which is the first "random" number from which the next ones are deterministic. And even the "seed" is pseudo-probabilistic because it depends of conditions used to get the seed, like the time, machine, etc.

The reason the results are repetitively the same at each reload is because of the "seed" number, hence "New seed upon reload" game option when customize a new game. That one will give random results...at reloads.

To change the seed without that option, you have several options notwithstanding...at the expense of a gratifying game experience....

1) Change your citizen work from any tile to a mine. That change the seed of the next turn.
2) Use any of your unit and autoexplore. That one does it within a turn. (Courtesy of TMIT)
 
don't like what you got from Goody hut? reload last autosave and get to next autosave - it WILL change result :D yeah, thats some cheating... but just good to know when it changes :D
 
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http://civilization.wikia.com/wiki/Native_village

This assumes you're not using a scout/explorer. And then, of course, scouts/explorers ensure that you won't get barbs. I think...
 
Hmm.. why I have seen 200+ gold/hut on IMM.. its still low gold? Than how much is high?
And if barbs are OFF, than chance of getting other things is higher.. thats why I get so many techs when I turn of these barbs.... :D :)
 
I'm pretty sure that in the first few turns of the game you get more gold out of a hut than later on. It certainly seems that way but I can't recall anyone making any reference to an exact mechanism :dunno:
 
I'm pretty sure that in the first few turns of the game you get more gold out of a hut than later on. It certainly seems that way but I can't recall anyone making any reference to an exact mechanism :dunno:

Yes, it is true. I vaguely recall if one possesses less than two cities, the game has a bias towards gold.
 
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