Discussion in 'Civ4 - Strategy & Tips' started by .Shane., Sep 13, 2006.
CS is not a religion tho...
27 techs are marked with bGoodyTech=1 in CIV4TechInfos.xml.
Here is the list:
Often, a goody hut will be closed off in some small branch of land that, due to your cultural borders, is inaccessable to the AI (Assuming you don't sign open borders agreements; even then, it's a low priority for them to explore.) It's a small tactic to simply wait for your cultural borders to expand to pop it; by the time this happens, you're more likely to be in the later stages and more likely to get Metal Casting, Music, etc. It doesn't happen often, but if given the opportunity can be surprisingly lucrative.
Thx for some of the comments and additional bits of information. I aim to update/edit the original post soon.
Quick question... I'm assuming that for tech pops, that you can't pop a tech that has a precursor that you need. Meaning.... If you lack hunting, you can't pop archery.
I have never seen that and I've never heard anyone get a technology that had a precursor they hadn't researched yet. So I think that you can fairly assume that.
I wonder if you can get two technologies in one turn where one is a needed precursor for the other. The reason this situation might be different than the above described situation is that in technology trading it isn't possible to get a technology for which you just (in the same turn) acquired the precursor through trading.
This is correct - the code checks for canResearch()
You can certainly do it when lightbulbing (using trades to change what tech a GP will research, or using two GP on the same turn), so I would be very surprised if hut pops worked differently.
Nice work Shane, but strong barbarian shows only once at Noble so all those percentages should be out of 20.
Any idea how it selects the free tech? I once got a tech that I would have finished researching in 2 more turns.
be happy you gained 2 turns
I once got a tech that i was going to finish this turn, and that i could have finished one turn earlier with a bit of micromanagement
I hardly ever get tech pops even with a scout. I don't play with barbs on and I've noticed a very similar outcome from scouts and warriors. I've had warriors pop techs, and I've had scouts pop weak gold and crappy maps (thanks for a map of the open sea, villagers ). Where is the "better" outcomes from scouts? Does this only apply when barbs are turned on?
since better here means no hostiles, and in your game without barbs, warrior can also get no hostiles
Okay. I was under the impression that better meant techs, higher gold output, decent maps, and the like. Poo.
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