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Old August 12, 2002, 15:33   #1
mrmichaeln
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Goodie huts
Can you get more than 50 gold from a goodie hut?

What about tech? Has anyone ever 'discovered' a tech from the Middle Ages and beyond?

And I might as well ask about units. What is the most advanced unit that you can get?
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Old August 12, 2002, 15:39   #2
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I think you can get 100 gold from a hut. By the time the middleage is reached all the goodie huts are normally discovered, but I guess you could get a middleage tech if you found a goodie hut.

I think the best unit you can get from huts is an army.
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Old August 12, 2002, 15:49   #3
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You can only get ancient age techs from goody huts. This was in some chat or something from Firaxis.

I've only seen 50 gold rom huts. But, I don't know for sure what the limit is.
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Old August 12, 2002, 15:56   #4
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No Armies from huts... that was a bug in an old patch.

I think 50 gp is the max, and I'm pretty sure no techs after the ancient era.

Units are Settler, Warrior, and Horsemen... but no Settler if you have currently have one or have one under construction.
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Old August 12, 2002, 16:13   #5
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HORSEMAN? i never saw one of those babies from a hut
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Old August 12, 2002, 16:26   #6
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Oops sorry, I don;t know where my head was at.

No Horsemen from huts.
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Old August 12, 2002, 16:27   #7
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Since I usually got barbs from the hut, nowadays, I don't even bother openning the hut.

PS: I have seen 50 golds from the hut before but never 100 golds.
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Old August 12, 2002, 17:09   #8
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Sorry I were totally wrong..
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Old August 12, 2002, 17:09   #9
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Too much civ2 playing...
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Old August 12, 2002, 17:21   #10
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i got a horseman once. I went to the hut with a scout playing as americans and had a horses resource back in my country. It can be done!
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Old August 12, 2002, 17:37   #11
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I dont realy mind getting barbarians too much, I can always use a 5/5 warrior!
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Old August 12, 2002, 19:40   #12
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I tested this out on a map I made and placed 50 or so huts on my large island. I found that I would get all the techs in Ancient age and no further. Also I would be lucky to get one settler very early on (i just read that you can't be building a settler or have one roaming around to pop a settler). Also 50 gold was max and I could only pop warriors early on. Once all techs in ancient were discovered from huts only huts with gold, maps of the region and abandoned huts were popped.
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Old August 12, 2002, 21:40   #13
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if some can give you hourse back riding, you should be able to get horsemen!
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Old August 13, 2002, 03:05   #14
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Re: Goodie huts
Quote:
Originally posted by Catt in the thread Compiled Firaxian Comments on Undocumented Game Features

On Goody Hut Discoveries
Here are the conditions:

Gold:
--The tile must not have any type of resource or luxury on it.

Maps:
--always available

Nothing:
--always available

Settler:
--Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
--Player must have less cities than (TotalCities / NumActivePlayers).

Mercenaries (skilled warrior):
--There must be a unit available to the Barbarians as well as the player and that unit must be able to be built (or have been built) by some player in the game.

Tech:
--Player must still be in Ancient Times.

Barbarians:
--Player must not have Expansionist trait.
--There must not be a city within a 1-tile radius.
--The player must have at least 1 city.
--The player must have at least 1 military unit.
--The unit popping the hut must not have the "All Terrain As Roads" ability.
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Old August 13, 2002, 14:10   #15
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Nice to know.
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Old August 13, 2002, 14:26   #16
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Quote:
Originally posted by mwaf

--The unit popping the hut must not have the "All Terrain As Roads" ability.
That's interesting because I *know* that I've triggered Barbarians from a hut using an Explorer.
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Old August 13, 2002, 17:44   #17
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Thanks everyone!

It was very informative.
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Old August 16, 2002, 11:26   #18
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Also, goody huts yield better results for Expansionist civs. That needs to be added to that link.

The only times I have gotten town from a goody hut is with an Expansionist civ; I don't know if you can get them with non Expansionist, though.
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Old October 20, 2002, 21:58   #19
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Does anyone have the odds for each possible event?

Gold, Settler, nothing, Barbarians, Unit, etc?
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Old October 20, 2002, 22:23   #20
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Re: Re: Goodie huts
Quote:
Originally posted by mwaf

Settler:
--Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
--Player must have less cities than (TotalCities / NumActivePlayers).
I didn't know this! I'm usually expansionist but I rarely get a settler unless I pop a goody hut on the 1st or 2nd turn and now I know why.

Another quirk/exploit/strategy (depending on your point of view)... you will never get the tech that you are currently researching. If you are Expansionist, set your science to research Ceremonial Burial -- Mysticism -- Polytheism and you will most likely have discovered the rest of the Ancient Era techs before you discover Polytheism.

Don't ever, ever, ever, research Iron Working. Your chances are pretty high that you will get Iron Working from the Goody Huts. And being Expansionist, you have discovered a grassland tile with cows or wheat which is pumping out settlers, which you can send toward the iron that you have found with your scouts, and you are the only one who has Iron Working anyway, and so you will be the first one with swords 99% of the time.

There is a "why expansionist should be dropped" thread in PTW that addresses more. Guess which side I'm on.
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Old October 20, 2002, 22:47   #21
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"Settler:
--Player must have less cities than (TotalCities / NumActivePlayers). "

In other words, only players with less than the average number of cities pop settlers. Interesting.

"Barbarians:
--Player must not have Expansionist trait. "

Interesting. I wonder if that's the only Expansionist goody-hut-related bonus. Of course, getting barbs less often automatically means getting other stuff more often (duh), but I'd be interested to know if the odds of nothing (deserted village) are reduced too, and if the relative odds of the other results are different. I think someone said Expansionists get better results with scouts than with military units; anyone know anything about that?
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Old October 21, 2002, 07:43   #22
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Quote:
Originally posted by JohnM2433
"Settler:
--Player must have less cities than (TotalCities / NumActivePlayers). "

In other words, only players with less than the average number of cities pop settlers. Interesting.
That means exploration is even more important on higher levels when the AI usually has more towns at the beginning -- more chances of popping a Settler.
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Old October 21, 2002, 13:16   #23
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Quote:
Originally posted by JohnM2433
z"Settler:
--Player must have less cities than (TotalCities / NumActivePlayers). "

In other words, only players with less than the average number of cities pop settlers. Interesting.

"Barbarians:
--Player must not have Expansionist trait. "

Interesting. I wonder if that's the only Expansionist goody-hut-related bonus.
No. The greatest advantage by far to being Expansionist is the free ancient tech.

Quote:
I think someone said Expansionists get better results with scouts than with military units; anyone know anything about that?
Warriors get the same results as Scouts when you play Expansionist.
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Old October 21, 2002, 13:56   #24
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Quote:
Originally posted by Zachriel
Does anyone have the odds for each possible event?

Gold, Settler, nothing, Barbarians, Unit, etc?
I don't have the link (and can't find it at the moment with "Search" turned off) but somone over at CivFanatics (sumthinelse?) was doing a lot of testing and sharing results -- only thing I remember with any certainty is that good fortune does indeed become scarcer as the difficulty level rises.

Catt
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Old October 21, 2002, 14:59   #25
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By the way, since I learned about the rules for popping a settler, I've been less concerned with producing a settler ASAP from my capitol. Often I will pump out a few extra warriors for exploration/possible bum-rush of a neighbor. The warrior or even archer gambit (archer rush is a bit different, IMO, as it involves multiple cities and a larger # of archers. My archer gambit is 1-2 archers, beeline to a capitol and hit it) is more attractive once you understand how huts work. That, and when you plan to be a warmonger, you can be less concerned with REX, as your REX phase will be shorter than a builder or the AI anyway.

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Old October 21, 2002, 19:03   #26
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Quote:
Originally posted by Arrian
By the way, since I learned about the rules for popping a settler, I've been less concerned with producing a settler ASAP from my capitol. Often I will pump out a few extra warriors for exploration/possible bum-rush of a neighbor. The warrior or even archer gambit (archer rush is a bit different, IMO, as it involves multiple cities and a larger # of archers. My archer gambit is 1-2 archers, beeline to a capitol and hit it) is more attractive once you understand how huts work. That, and when you plan to be a warmonger, you can be less concerned with REX, as your REX phase will be shorter than a builder or the AI anyway.

-Arrian
Aggressive exploration works for the builder, too. An extra Settler, or sometimes just a Warrior, can make a game.
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Old October 21, 2002, 20:06   #27
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Mike B Comments about Goody Huts

It's not really that it's difficult; it's just that it was implemented by an intern . Here are the conditions:

Gold:
*The tile must not have any type of resource or luxury on it.

Maps:
--always available

Nothing:
--always available

Settler:
*Player must not have a settler (active or in production) or any unit with the Settle AI strategy.
*Number of player's cities must be <= (TotalCities / NumActivePlayers).

Mercenaries (skilled warrior):
*There must be a unit available to the Barbarians as well as the player and that unit must be able to be built (or have been built) by some player in the game.

Tech:
*Player must still be in Ancient Times.

Barbarians:
*Player must not have Expansionist trait.
*There must not be a city within a 1-tile radius.
*The player must have at least 1 city.
*The player must have at least 1 military unit.
*The unit popping the hut must not have the "All Terrain As Roads" ability.


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