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Carolus Rex
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Sweden
Jan 1970 time: 06:12
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I tip all the huts I can (before and after having any cities), with one exception. I ignore huts in two move terrain squares, especially if they're near my cities.
I prefer having the unit alive and out there exploring, tipping huts.
Carolus
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Ming
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Against the computer, I will usually not start a city until I've tipped a few huts in hopes of a non unit or two. Now, If I don't see any on the openning screen, and none are near by, and there is a a great city location... I'll start the city. Even if I get a science or two, it doesn't really matter against the AI.
In MP, I'll tip any hut I find early... Even If I have placed a city down. An early non unit (or even an attached one) can make all the difference in exploring quickly and finding more huts or city locations, or if it is money, you can buy up the first rack on your first settlers.
Even if you get a science, it could be one on the path to Monarchy, or that "one" science you need off the path so that you can go straight to monarchy.
However, once I'm past that "non path" science (via research or one from a hut already) I may not open a hut until I'm working on Monarchy. There are some situations where I will, but I will usually hold off if I know I can cash it later.
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Carolus Rex
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Sweden
Jan 1970 time: 06:12
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Early in the game, that is. Later, when I have defences in my cities, I tip everything.
Carolus
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rah
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Apolyton Prince of Moderators, Master of Reason
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Lord of the Ferrets
Jan 1970 time: 23:12
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IN MP, If it's before I create my first city, automatically tip it. I have even delayed building my capital for one turn (at most two turns) for a crack at a non-unit. With no risk of barbs and with the only bad outcome of getting the dreaded warrior code, the higher probability of a good reward easily overshadows the risk. Once One city is down and at least has a warrior in it, still tip it (with anything but your second non-settler. Because if you get barbs, even if it's annoying, your capital is secure thanks to the invincable warrior theory. Just don't settle you second city till it attacks or wanders off. After you have two cities down I think about it for a few brief seconds THEN I OPEN IT. (unless it's will be inside the city range of my next imminent city and I can delay tipping it for a few turns to eliminate the risk of barbs.)
The only other time that I will not tip a hut is when I'm one turn away from being able to select monarchy to research, but the next turn tip it. (sometimes you get monarchy)
I think you get the idea. At most I will delay tipping a hut for a turn or two, but I will tip it quickly. The rewards far outstrip the negatives.
Tip hut Tip hut Tip Hut
ANALYSIS
Good
Money to help speed up round of settlers.
Free city to expand faster.
Non-settler to expand faster and smarter
Military unit, Non unit/two movement. to go out an explore future city sites and tip more huts. If you get an attached archer you can send it back to your capital and put the extra row of shields that you would have used to build a warrior towards a settler to help you expand a little quicker.
sometimes good/sometimes not so good.
Tech, may slow you down, but may speed you up. And even if it's the dreaded warrior code, you can still go for feudalism and the war academy. There are worse things.
And I can think of many times that I've gotten the science that I was researching and helped me get to monarchy by 3250.
BAD
Barbs. Ok, early in an MP game when you are resetting if the host gets techs, it usually takes awhile before you see legions from huts. Sometimes you survive the barb attack (if on good terrain which is likely if you're playing a small map and sometimes vet status) and if not, oh well, Sh*t happens.
In MP the best players expand expand expand. Huts can jump start that faster than anything else. My question is why wouldn't you tip a hut?
In SP, it doesn't matter what you do, the AI will lose anyway.
RAH
I love playing with people that don't tip them.
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finbar
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Castiglion Fiorentino, Italy
Jan 1970 time: 06:12
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Agggggghhhhhhhh! This question haunts me. In MP. In SP, against the AI, the answer's obvious. Tip, tip, tip.
But MP? For all the extremely eloquent and perfectly logical theories posited above, the memories of tipping Warrior Code, followed by Iron Working, followed by The Wheel - prior to Monarchy - are burned into my psyche. I make pacts with myself not to tip a hut before I'm at least researching Monarchy. I threaten to fine myself exorbitant amounts - or punch myself in the nose at the very least - if I tip before Monarchy.
Like the kid in the proverbial chocolate shop, sometimes I can resist the urge. Until, one day, my inherent, ingrained lack of willpower - that which has me playing Civ when I swore I wouldn't because I had a pressing work deadline - takes over. The internal conversation is the same every time:
+ "Gawn! Tip the hut. Just that one. It'll be a freebie Horseman. Imagine the exploration, the defence against barbs, the 150 gold. Just this one hut. Just this one ... "
+ "Bugger off! I've been burned before!"
And so on, back and forth. Of course, good old curiosity wins out. The hut is tipped. And it's a freebie Horseman. And he cleans up a barb leader.
+ "Told you so! Coward!"
+ "Bugger off! Smartarse!"
Next time around, the internal conversation is shorter.
+ "Well? Coward?"
+ "Okay then ..."
It's Iron Working.
+ "Win some, lose some"
+ "Go to hell! I'm never listening to you again!"
And I don't. For a while. Until next time.
To tip or not to tip, that is the question. Actually, that's what Shakespeare originally wrote. It's a little known fact that he was a Civ player ahead of his time.
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finbar
Mono Rules!
#33984591
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Barington
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London UK
Aug 2000 time: 05:12
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So long as I am on a fairly large land mass (Playing SP) I dont build a city for a long while (up to around 2000BC). Just tipping huts usually gives me enough NONE units; and techs; to get a winning start.
I mostly play bloodlust on a large map at Diety. With spaceships this tactic always wins for me. (as do most other start tactics come to think of it)
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