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If you pop it before building your first city then you won't get barbs or an advanced tribe.
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SandMonkey
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George -
Many tests done by people at this site have proven that you can never get barbs from a hut before founding your first city. Never. So stop worrying and go open that hut!
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SandMonkey
"Shut up brain or I'll stab you with a qtip"
-Homer Simpson
"Ecky ecky ecky!"
"It's just a flesh wound!"
- Monty Python and the Holy Grail
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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It's true; you never get barbs if you enter a hut before you build your first city. I always explore for a few turns to see if I can uncover a few NON units, particularly horsemen. This lets me make a better decision on where to found the first two cities, and I might get a nice unit to explore with. After that, count on the odds: A study was done, and you get barbs only about 5% of the time. Early on, enter huts on the first turn with a horseman. This preserves the option to attack the barb that might emerge. Early, there will only be one. If you found a city, and the hut square is not worked, the hut will persist, and you can open it later. I think that this strategy will not yield barbarians, but I am not certain.
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SandMonkey
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Plus, I think I remember reading somewhere, that barbs will never defeat your only defender in your only city. Just a bit more insurance for ya.
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SandMonkey
"Shut up brain or I'll stab you with a qtip"
-Homer Simpson
"Ecky ecky ecky!"
"It's just a flesh wound!"
- Monty Python and the Holy Grail
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Though building initial city in hopes of advanced tribe is tempting, I go for the hut right off. The non unit is very nice. If it is a horse, I explore. If an archer (for instance), I send to my capitol.
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Jim W
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Saskatoon, Saskatchewan, Canada
Sep 1999 time: 05:12
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Mad Monk, this gives me another thing to be frightened about. The best I can manage for a pattern is to get most of my cities close enough together that I can build a quick road through for trade.
Despite that, I always find that something, a whale, a spice patch, or the like, is just outside the range of this city, and if I'd built it one square over, I'd have got it and the fish I was looking at.
I have never deluded myself into thinking I know more about the game than any single other person, save perhaps for someone who's going to discover the game next September, so I'm not in a sneering contest here. It's just that my semi-orghanized style of play pretty much prevents any pattern that lasts beyond the first five cities.
Jim W
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KenThur
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North San Francisco Bay, California Republic
May 1999 time: 05:12
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To answer your Q, Ming; "...and comments on this one, or am I just crazy"
Yeah, U R. Why else would U B hanging around here so much? 
Re: hut hunting... (assumig deity MP)
As a former balls-to-the-wall hut-hunter, i'v learned to be a little cautious after 3000BC or so, due to the REAL hordes of barbs. But in the situ S'Fart posed, GO FOR IT & don't wait until U build roads away or move your other settler away. As Ming & others pointed out... it often = a NONE unit that U can immediately use to find the best place for your capital. 
As for other huts, AFTER U have established a city, I'll still usually jump them... unless i'm am closing in on a path-to-monarchy tech. I finally got it thru my thick head that if it's a "free" tech, it sets your research back significantly by increasing the # of beckers required to finish all future techs. In those cases, i'll resist instant-gratification & curiousity(try cavebear, U can do it). It's easy enuf to come back & open it after the research to done.
Thanks for the info on the 2nd city barb-safe (exceptions noted, finbar)! Every little bit helps, especially against some of the likes of U all. 
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"Hm-m-m, doubt me you will?"
[This message has been edited by KenThur (edited April 23, 2000).]
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