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East Street Trader
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London, United Kingdom
Jun 2000 time: 05:12
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There are so many benefits to early exploration that it is hard to know which ones to extol first.
I'll pick just three.
Securing lebensraum. You are given a good start position plus some free tech. You suspect that you have a neighbour. Your scout finds him. He has only one or two cities down and a settler wandering about. At best there is a choke point which will stop him expanding towards you (or sometimes, at all). At worst, your scout stays close to the settler so it can't safely found. Meanwhile you expand towards your neighbour.
This guy will now be no problem. You will get ahead of him and later snuff him out or relegate him to puppet status as you choose.
cf You don't bother to scout. Your sprawl bumps into him a few centuries down the road. He has a few cities down and is denying you room. He poses a threat. You have to take time out to build an army and wage a determined war. Maybe you have to change research path to get the offensive unit you need. You are uncomfortably aware that elsewhere on the map there is a civ or two which is not so hampered and they are expanding faster than you and getting their infrastructure rolling.
Huts. Your scouts get well away from your own cities. Huts begin to yield "non" unit. These units have value through all the rest of the game. At the outset they accelerate your scouting but later (if you are on a continent of limited size) they come home to help with early martial law, to escort settlers and to tighten your grip on the neighbours. Later still they can occupy choke points under representative gov.t without causing unhappiness problems; likewise when you get to explore away from your home continent there is no problem taking them overseas. Civ is a long game. The cumulative value of not having to support a unit is high.
And I don't have to tip all the huts I find. On large, well explored, maps its often possible to be confident that another civ is not going to get to many of the huts found. If you wait until you can spare a dip or two and there is some gold in the treasury, you can tip those huts with your fingers crossed hoping for a barb outcome.
Early diplomacy. If I'm going to lose a game, a very likely cause will be the combination of an early setback to barbs plus an isolated location. If my scouts find a civ or two early I'm pretty well certain to derive diplomatic advantages. The AI is generous about trading techs on first contact. If I'm offered a tech on the monarchy path (or whichever path I'm following), great. If not I don't have to trade right away. All I have to do is remember what advances he's got and use that info when making my research decisions. And then, a few hundred years down the road I have the extra option of foreign trade if I need it.
Well this post is getting way too long so I'll give way to the next contributor. But there must be at least another dozen cogent reasons to explore and to keep on exploring.
Besides which - what the heck - it's fun. 
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drake
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Maine, US
Oct 2000 time: 00:12
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EST
quote:

If you wait until you can spare a dip or two and there is some gold in the treasury, you can tip those huts with your fingers crossed hoping for a barb outcome.
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You're saying that a barbarian town makes a good aquisition for your military huh? That's actually a very interesting idea, never thought to do that before. Thanks. How much do the units usually cost btw? I've never tried bribing barbs before. Cheap?
quote:

So DaveV - when you say huts, huts, huts, .... they can be bad news as well ...
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Though this wasn't for me, I whole-heartedly agree. Too much of a good thing is bad. As with everything, huts are no exception to the rule. I'm actually playing a game in which I had a lousy starting point and journeyed far in every direction to get the resources I needed to get off the ground. These journeys brought many units and settlers, which I coveted, but they also brought science in at a ridiculous race. For a long time I was first in science because of my explorations. But when the huts started to run out, so did my lead. At this point in the game, several centuries later, I have hit rock bottom. Even with a well developed infastructure, my science rate is horrible, even at 80%. Well, it's a lesson learned. But I don't know if I'll follow it in the future. I sorta like playing treasure hunter. 
[This message has been edited by drake (edited January 11, 2001).]
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Bereta_Eder
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Well, the only time I do not tip huts is when there is a defencless city nearby or I am planing on building one there the next few turns.
Sometimes I lose a lot of faithful horsemen to barbarians but that is a minor prize to pay comparing to the benefits in my opinion.
Most of the times I follow a more or less linear rechearch strategy (i.e. from nothing: alphabet, writing ... literacy, Philisophy etc) and I never found techs from huts a problem (in Emperor level at least). I try to be ahead in tech by researching techs that increase the literacy percentage of my civ.
Of course a good approach is to have an explorer with a trimere (the earliest the better) and have them roaming around discvering continents. All huts that are near the coast can 90% of the time be completly safely tipped!
If the barbarians come bursting out I just load my explorer back in the trireme and leave them staring at eachother.
Only danger is with inland huts and barbs that can surround your unit leaving no escape to the sea. Other than that all is safe.
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debeest
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drake -- yes, barbarians are cheap to bribe. They're treated as a civilization with no capital, and they also have no treasury -- two major factors that influence bribe cost. Cheap units and even cheaper cities. Virtually always a good deal. See the thread on "bribing non-barb units" -- it worked its way around to barbs pretty fast -- and SlowThinker's dip\spy thread on the Civ2-general-community forum.
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East Street Trader
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London, United Kingdom
Jun 2000 time: 05:12
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Bribe cost of barbs is half unit cost plus 1 so they are cheap indeed.
There are a small series of "recruiting station" tactics built around this fact.
If you find a barb city, resist the temptation promptly to buy it in. Instead, sit your diplo quietly outside and then bribe each barb unit as it periodically emerges. You get a constant supply of non units.
(This turns out to be so powerful a tactic that you may give it up after its won a few games for you.)
Barbs have regular spawning points - in areas where no cities have been established. Once you spot such a point (or once you have intentionally constructed your civ to leave such an area handy) you just sit your diplo/s down, armed with the King's shilling, and declare the recruiting post open for business. A floating recruiting office can be particularly effective.
Turning to huts I agree that unwanted advances and supported units can be a hassle. In addition an explorer who has managed to get far from home and who still has swathes of unexplored territory before him has acquired extra value by reason of his advanced position. It is horrid to lose him when a barb or several pop out of a hut.
So I don't tip every hut straight away.
I do immediately tip any hut which an opponent can quickly get to. Despite the disadvantages, the balance as between a beneficial outcome and a poor one falls heavily on the plus side.
In the case you cite, SG, (the remote advanced tribe) you were in too much of a rush IMHO. In this situation, and also in the case of huts close to where you have founded your first city or two, don't tip until there are enough nearby cities of a sufficient size to support units (should that be what you get) without the support cost being too burdensome. The period of delay needed is often quite short. So your intrepid explorer simply uncovers the hut and moves on. He wants to get far enough from home so that the chance of non units grows. The hut will be tipped either by him (and/or his fellow explorers) when he/they have completed the exploration of the continent and are on their way home or by a unit sent out from the nearby cities once they have become sufficiently developed.
By the way, a small point on support which I noticed a while back is that in a city which is giving up a shield to corruption, that shield is still available for support purposes. So, until you get the corruption sorted, prefer to support a unit in that city - it costs you nothing.
Like DaveV I also wait until a four footer can tip with his first move. In addition, because of the value of a remote unit, I often don't tip a hut on a forest, hill or other two movement square unless I think my exploring unit has the defensive qualities to survive a barb outcome. By waiting I may be able to support the tipping unit with diplos or else - after the continent has been fully explored - by using a unit with less positional value.
As to unwanted advances, I know of no panacea. No doubt there are special situations (the need to get into monarchy being one, strategic need for an advance leading to a critical wonder another) when tipping should be delayed for this reason too. For myself I just take it on the chin when warrior code comes out and remember the other times when I get the advance I'm already researching (which, early on might have taken me 9 or 10 turns) or the one which recent events have made me think I ought to have gone for. And if my path gets delayed I start thinking about how to catch up through the effective foreign trade which my exploration has made more possible.
Drake. If you try that approach again, go wholeheartedly for conquest. Use the hut units to destroy or conquer the AI civs while they are young and tender. My experience is that if you delay founding a capital for a looooooong time you get lots and lots of units from huts. And, as is well known, before you have founded you won't get barbs. On a world where all the landmasses are joined you can conquer the world without founding a city at all.
And I agree, treasure hunting in civ still gives me a buzz despite the number of games I've played.
Wonder if they'll manage to achieve this again in Civ 3?
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Lars-E
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EST, about barbs and hut tipping:
I moved a boat with a diplo up next to a hut on the polar cap. The diplo opened the hut and 2 or 3 barb horses appeared. Then I attacked one of them with my boat and the barb horse died. End of turn - voilla - the rest of the barbs vanished in thin air! This has happened to me twice. I hope this is a a regular occurence, if so it makes hut-barbs less scary...
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Scouting is of the upmost importance in CivII, you must have knowledge of the map early.
Scouting== Success.
------------------
Go post stuff at
Civworld forums
Go post now!
"The seeds of evil are the the same seeds of greatness so be evil and be great."
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Smokey tha nuke man
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da dawg house
Oct 2000 time: 05:12
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in most games my priorites at the start are:
1.found city
2. build 3 warriors to gaurd
3. get horse back riding
4.build horsemen to go find some good city sites anf fortify at the square i want.
build settlers and repeate. until i get either all the good land on my particular continent or i found twenty cities whichever happens first.
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If you don't try and get every single hut on a given map you're going to lose.
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La Fayette
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albi, france
Oct 2000 time: 06:12
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Dave and EST gave a number of very good reasons for scouting. Then I don't need to double-post.
Still, there is obviously a limit (an optimum? a "scoutmax"?). The one I apply, for the time being, is "no more than one trireme/ocean city", since this spares problems when being in Republic. But I'm far from sure it's optimal.
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Blaupanzer
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Fairfax, VA
Oct 2000 time: 00:12
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I think like niteowl as far as "my" continent is concerned, spreading over it like kudzu, the weed plague of the American South. I don't generally go to sea, except for sailing around said homeland, until I run out of "lebensraum." Then I scout the nearest continents and so forth, finding more settling space and sizing up the nearest opponents. I don't explore the far reaches until either I build Magellan's or get destroyers. I tip all huts as found, with the "run for it" caveat expressed above about a horseman's second move. Being an advocate of the Great Library (another thread for that exercise), I don't mind the extra techs.
Note that huts inside a city's radius never yield barbarians. Thus, if I plan a city near one, I'll wait to open it until after I've planted the city.
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debeest
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LaFayette -- you're French, you can speak Swedish, and you use English words such as "pleonasm"?! My hat's off to you, dude!
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