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Drachen is offline Drachen
Prince

Nov 2002
time: 00:35
  Old Post 18-04-2004 19:23
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I’m not sure what to make of it yet, but I just ran several tests with goody huts that may change my build sequence on higher levels. In your opening moves, if you choose to build non-military items, then it seems that huts one square out from your capital will yield benefits rather than angry warriors when your culture pops them. In the posted Sid level screenshot I built a worker first and got a warrior from the hut at turn 10. I apologize if this is well known but I’ve never run across it before and thought the info might be useful. Any comments or other tricks you'd like to share?

Attachment: hut.jpg
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Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:35
  Old Post 18-04-2004 21:54
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Basically, if you have no military units when you pop a hut, then you can not get barbs.

Drachen is offline Drachen
Prince

Nov 2002
time: 00:35
  Old Post 18-04-2004 22:09
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quote:
Originally posted by Krill
Basically, if you have no military units when you pop a hut, then you can not get barbs.


So it seems. But is it worth holding up your warrior scouting to get a goody? If you have to play the map then probably yes, but it may just be best to pick a different start if you've that option.

Krill is offline Krill
Emperor
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Dec 2003
time: 05:35
  Old Post 18-04-2004 22:20
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In a word, yes.

It depends on the terrain. From what I can see, worker-> settler -> granery would have been my option. If barbs were unlikly to arrive in the near future, then the 2nd city can build the warriors for scouting.

SirOsis is offline SirOsis
King
Oregon
Nov 2001
time: 21:35
  Old Post 19-04-2004 00:42
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I've often wondered, when is the first turn that barbs appear?

Drachen is offline Drachen
Prince

Nov 2002
time: 00:35
  Old Post 19-04-2004 02:37
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quote:
Originally posted by Krill
In a word, yes.

It depends on the terrain. From what I can see, worker-> settler -> granery would have been my option. If barbs were unlikly to arrive in the near future, then the 2nd city can build the warriors for scouting.


Except Spain doesn’t start with pottery on Sid and you’re likely to be researching writing at 50 turns. You need to be exploring so that you can trade for Pottery as quickly as possible. This is a standard archipelago map at 70% water so I’d probably go worker, curragh, curragh, settler, granary pre-build and hope I could trade for pottery in time to switch.

Last edited by Drachen on 19-04-2004 at 02:42

Drachen is offline Drachen
Prince

Nov 2002
time: 00:35
  Old Post 19-04-2004 02:41
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quote:
Originally posted by SirOsis
I've often wondered, when is the first turn that barbs appear?


Good question. It may be that the trigger for Barbs on sedentary is your military and that the number of turns is irrelevant as Krill indicated.

Last edited by Drachen on 19-04-2004 at 03:12

DrSpike is offline DrSpike
Deity
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Sep 2001
time: 05:35
  Old Post 19-04-2004 02:51
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This is a good tactic for some starts. In AU501 many people opted to build a worker first and pop the hut safely. The other option is to pop a hut with your worker before the initial warrior is finished.

Drachen is offline Drachen
Prince

Nov 2002
time: 00:35
  Old Post 19-04-2004 03:10
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quote:
Originally posted by DrSpike
This is a good tactic for some starts. In AU501 many people opted to build a worker first and pop the hut safely. The other option is to pop a hut with your worker before the initial warrior is finished.


That's what I get for not attending class.

At any rate I just did a bit of a test. I popped a hut with my settler as the opening move and then founded my capitol. My first build was a settler which I used to pop this second hut in 2670 BC. It yields a goody as you can see. Sid isn't known for it's friendly huts so it seems that your having a military is likely to be the barb trigger.

Attachment: settler.jpg
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Last edited by Drachen on 19-04-2004 at 03:16

DrSpike is offline DrSpike
Deity
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Sep 2001
time: 05:35
  Old Post 19-04-2004 03:15
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Most of the time I find city popping a much more useful resource. The tactic you rediscovered here only really comes into play when you can see a hut in the start screen.

Drachen is offline Drachen
Prince

Nov 2002
time: 00:35
  Old Post 19-04-2004 03:25
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quote:
Originally posted by DrSpike
Most of the time I find city popping a much more useful resource. The tactic you rediscovered here only really comes into play when you can see a hut in the start screen.


The city pop is great if you can get it. Since I didn't know about the military/barb connection, I have abandoned a number of great starts because I thought I had to fight barbs on turn ten and didn't want the hassle. This has been a good lesson for me.

Cheers

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:35
  Old Post 19-04-2004 08:57
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Another tip I gleaned from the AU501 discussions was that you cannot pop a settler if you already have one in existence or are building one.....so IIRC some players building settlers changed their build queue before popping the hut, then changed back to building a settler afterwards.

Hot_Enamel is offline Hot_Enamel
Emperor
Melbourne, Australia
Aug 2002
time: 14:35
  Old Post 19-04-2004 08:58
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Also...(unless its changed in Conquests) ... you can only pop a settler if you have none wondering around, and you are not in the process of building any.

Hot_Enamel is offline Hot_Enamel
Emperor
Melbourne, Australia
Aug 2002
time: 14:35
  Old Post 19-04-2004 08:59
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Drachen is offline Drachen
Prince

Nov 2002
time: 00:35
  Old Post 19-04-2004 09:08
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quote:
Originally posted by Hot_Enamel
Also...(unless its changed in Conquests) ... you can only pop a settler if you have none wondering around, and you are not in the process of building any.


I'd love to see a screenshot of someone popping a hut and getting a settler on Sid. The expansionist trait is almost useless at that level although I've never tried it with no military...could be worth testing.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:35
  Old Post 19-04-2004 11:42 Visit Trip's homepage!
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There are plenty of tricks to popping goody huts. Here are some (redundant with other posts, but I thought I'd make a complete summary for ease-of-access).

  • Expansionist civs will never get barbs from a hut (obvious, but have to include it for thoroughness ).

  • You will never get barbs from a hut if you have no military units.

  • The chances of getting barbs from a hut increase with difficulty level and with barbarian agression level. On Sid you cannot get Settlers, cities or techs (?). On Deity you cannot get cities.

  • You cannot get a Settler from a hut if you are either building one or already have one in existence. Additionally, you must (?) have the average number of cities or fewer in order to get a Settler.

  • When you recieve a tech from a hut, it is very often the tech with the least value (e.g. Ceremonial Burial or Pottery first). Additionally, you cannot get the tech you are currently researching unless it is the only tech available for you to research.

  • If you pop a hut by building a city next to it, it will never give barbarians.

  • Border expansions popping huts CAN produce barbarians, so beware.

Last edited by Trip on 20-04-2004 at 05:42

Cabbagemeister is offline Cabbagemeister
Chieftain

Feb 2003
time: 00:35
  Old Post 19-04-2004 20:23
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When getting a tech from a hut, I was under the impression that you can't get the tech you are currently researching. Is this true?

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:35
  Old Post 19-04-2004 21:03 Visit alexman's homepage!
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quote:
Originally posted by Trip
When you recieve a tech from a hut, it is always the tech with the least value (e.g. Ceremonial Burial or Pottery first).


This is definitely not true, although it is more likely to get cheaper techs than more expensive ones.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:35
  Old Post 19-04-2004 21:05 Visit Trip's homepage!
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quote:
Originally posted by Cabbagemeister
When getting a tech from a hut, I was under the impression that you can't get the tech you are currently researching. Is this true?

Also true. Will add that in.

Catt is offline Catt
King
California - SF Bay Area
May 2002
time: 21:35
  Old Post 20-04-2004 00:10
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You can get the tech you're currently researching if it is the only tech available. For example, if you're researching Writing and have discovered all the techs except for Writing and the post-Writing techs (Phil, CoL, Lit, MM, Republic) you can pop Writing from a hut.

Catt

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:35
  Old Post 20-04-2004 00:52
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QuasiOT: You do get the gold bonus if you destroy an active tribe by expanding your culture over it. The defending Warrior remains, and will defortify and start look around for trouble.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:35
  Old Post 20-04-2004 01:58 Visit Trip's homepage!
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quote:
Originally posted by Last Conformist
QuasiOT: You do get the gold bonus if you destroy an active tribe by expanding your culture over it. The defending Warrior remains, and will defortify and start look around for trouble.

Or in Conquests they'll stay fortified until the end of time.

Krill is offline Krill
Emperor
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Dec 2003
time: 05:35
  Old Post 20-04-2004 02:00
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No, I want to improve that land. I have to commit genocide and wipe out all the Barbs

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:35
  Old Post 20-04-2004 05:04
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Isn't there a city number requirement for popping a settler, as well? Something like at least one civ must have more cities than you do, IIRC.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:35
  Old Post 20-04-2004 05:24 Visit Trip's homepage!
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quote:
Originally posted by Solomwi
Isn't there a city number requirement for popping a settler, as well? Something like at least one civ must have more cities than you do, IIRC.

Yes, you must have less than the average number of cities (not sure if this is 100% true or not).

My list was quite incomplete I now see, thanks to everyone for the help.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:35
  Old Post 20-04-2004 05:36
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You can't get a Settler or a city from a hut on Sid. Don't think you get Techs either.

On Deity you can get Techs and Settlers, but not cities.

On Demigod and lower you can get everything.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:35
  Old Post 20-04-2004 05:38
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It's <= average number of cities. Otherwise the turn 2 Settler would never show up... everyone has 1 city at that point.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:35
  Old Post 20-04-2004 05:41 Visit Trip's homepage!
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quote:
Originally posted by Aeson
It's <= average number of cities. Otherwise the turn 2 Settler would never show up... everyone has 1 city at that point.

Right, I have my list updated to reflect that (which I didn't phrase properly in my post).

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:35
  Old Post 21-04-2004 06:49
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I am not sure if you are precluded from getting tech from huts on Sid. It is just that most of us will not try to pop them for a long time, unless it is in the capitol borders with no warriors.

I am tempted to say that I have gotten a tech from a hut, but I am not sure I trust my memory on that.

Drachen is offline Drachen
Prince

Nov 2002
time: 00:35
  Old Post 21-04-2004 08:03
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quote:
Originally posted by vmxa1
I am not sure if you are precluded from getting tech from huts on Sid. It is just that most of us will not try to pop them for a long time, unless it is in the capitol borders with no warriors.

I am tempted to say that I have gotten a tech from a hut, but I am not sure I trust my memory on that.


I ran a test on a Sid level biq. file in which I popped 50 to 100 huts and never got anything but maps and warriors using an expansionist civ. Not an exhaustive test, but still reasonably persuasive.

 
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