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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:21
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quote: Originally posted by Scouse Gits
Can you expand on this point? You must be in post hut test trauma ... a serious condition
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SG(2) |
I probably shouldn't have mentioned it, if I was afraid to expand on it.
The point requires more testing. LOTS more. This is why I didn't put it down as something I was sure of.
In 3850... tipping a hut seems to provide a less equal distribution of results than in 3800 or 3750, if a city has already been put down and the hut is away from the city radius.
Here's what I mean...
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#3 (1 city hut away from city radius)
hut-grassland 3850 - 25 tech 9 unit 9 cash 7 barbs
In the oedo year, we received a great many more techs. No nomad (already a non-settler on the map, doing the tipping) and no tribes (no specials in radius around hut).
#3.1 (1 city hut away from city radius)
hut grassland 3800 - 11 tech 13 units 13 cash 13 barbs
As a control - distribution of results is balanced again
and...
#9 (1 city - hut on plains 3850, black around hut, hut not touching radius)
4 units 4 techs 4 cash 4 barbs 34 TRIBES
Oedo year - note large # of tribes
#10 (1 city - hut on plains 3850, no black around hut, hut not touching radius)
6 units 7 techs 9 cash 2 barbs, 26 TRIBES
Oedo year - again, large number of tribes.
#11 (as 10, but a year later, 3800)
12 units 11 techs 9 cash 8 barbs, 10 tribes
#12 (as 11, but a year later, 3750)
12 units 10 techs 9 cash 9 barbs, 10 tribes
#s 11 and 12 seem to show about equal proportions of each result.
The annoying thing is, I haven't been able to corroborate this in 3650 or 3450... I should mention that the tests are in 2.42, large map, random, deity, raging hordes, as romans, with no starting techs.
Back to the drawing board.... 
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:21
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quote: Originally posted by DrSpike
Good work. If there is a different distribution for some oedo years I hereby dub the popping of such huts as STYOM popping.................doesn't roll off of the tongue as oedo year does, but it will have to do. |
Well, let's not get too excited yet. I would like to do some more testing of this phenomenon. I need to generate some more starts where I can even find a hut by 3850. The results at 3650 are inconclusive (fewer barbs, but not so few as to be inconsistent with the normal product of a random # generator). 3250's results were distressingly similar to 3350. 3450, I haven't tried yet, due to circumstances (impending carpel tunnel syndrome). I'm not sure if there is another factor involved, or if the spacing of 'hut years' is based on something other than xxxoxxxoxxxo...
However, even if I can show that tipping a hut at 3850 with 1 city down is a good thing to do, I'll be happy And I was glad to have been able to confirm other things I wasn't sure of..
And yes, Marquis, I have several excel files with the data. It could have been 1 file, I suppose, but I was just looking for a scratchpad to type the information into.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:21
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quote: Originally posted by Scouse Gits
STYOM ... if you're not banging your head against a brick wall run a few tests on the game below. It's 2.42 large world. Just run a 100 tests reloading every time. I remember solo thinking the outcome of huts could be related to your computer's clock ... let's see how Canadian time differs from the Scouse variety
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SG(2) |
I ran it 50 times... to be consistent with my past practises. 
Gits #1 - 3850, Russians, 1 city founded, hut away from city on rivered grass. rsch cerem, have alpha/bronze/horse
8 units 11 techs 7 cash 6 barbs 18 TRIBES.
compare with the numbers I posted from 3850:
#9 (1 city - hut plains 3850, black around hut, hut not touching radius - after map revealed, just river & pheasant nearby)
4 units 4 techs 4 cash 4 barbs 34 TRIBES
Oedo year - note large # of tribes
#10 (1 city - hut plains 3850, no black around hut, hut not touching radius)
6 units 7 techs 9 cash 2 barbs, 26 TRIBES
and
#3 (1 city hut away from city radius)
hut-grassland 3850 - 25 tech 9 unit 9 cash 7 barbs
In this last case, there were no nomads due to the non-settler I had, and the terrain was presumably unfavourable for a tribe.
Your save, SG(2), does shatter my hypothesis about number of food sheaves available dictating which of nomad/tribe will be available. This is damned complex! Perhaps the game weights the tribe option higher when the terrain is 'better' in the view of the AI. Does anyone know how the AI chooses city sites? (chorus: "Badly!" )
And perhaps it's food and production that dictates whether the advanced Tribe option is available and/or how much it is weighted - my #3 test above had grass and ocean, but no shield-rich squares. Take a look if you like :
Attachment: test3.sav
This has been downloaded 2 time(s).
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:21
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quote: Originally posted by Messer Niccolò
STYOM, this was the principal purpose of the thread, even if I'm really happy this has become a wide "hut tippind test thread"... useful, very useful. |
That did sound like a thread jack, didn't it? Sorry I guess what I should have said was, my scroll results seem to be the same whether I was researching alphabet or researching nothing. I didn't observe a higher incidence of alphabet than, say, bronze or pottery in my tests. When SG(2) came out and said the same, he confirmed my findings. I can post those here, if you like 
So to be on topic... I don't think the science under research influences the tech you might get from a hut.
quote:
And why not?
If the parameters are checked at the moment you enter the hut (and not at the beginning/end of turn) you could modify the tax/lux rate in order to have that 30% more (of course going anarchy is definitely too "expensive" ).
I remeber that somewhere someone said that Lux rate influences the probability to obtain Settlers + ATribe or to minimize the appareance of a Raging Horde (with the exceptions of the "one NON nomad" in play).
That's sound really interesting is the tipping in Oedo years... and this will require a lot and a lot more work to our glorious testers!
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I may try that (playing with tax/lux/sci rate) at some point... but I think I want to play with the oedo thing more, for now. I don't need any more variables! But by all means, test away, M. N! 
@ Marquis - I agree, on mega continents getting a nomad when you already have one can happen. I would be willing to bet, though, that you can't get a nomad if you tip the hut with a nomad. So, the algorithm in the program might say:
good city site? y/n
IF y then (%chance)tribe
IF n then (%chance)nomad -- UNLESS nomad
(or something like that)
What is also interesting is the possibility that a tribe is more likely on a really good city site.
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Starlifter
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Seattle's Rain....
Jun 2002 time: 21:21
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quote: There are many, many variables that come into play, so here are a few highlights:
I feel I have shown, for huts opened before 3000 BC (and perhaps later, but I haven't tested that):
1) That when no cities are founded, no tribes or nomads will emerge from huts, and units will appear in a 3:1:1 ratio with scrolls and cash.
2) That results will be the same (3:1:1 ratio units:scrolls:cash) if a hut is opened either within the squares of a city radius, or in a square adjacent to the city radius.
3) That there does not appear to be a different pattern of scroll discovery when researching alphabet, than when not researching anything.
4) That nomads do not seem to appear if a non-settler exists, but that there is no such restriction against tribes appearing when a non settler exists.
5) Tribes and non settlers seem mutually exclusive - if a situation will produce one, a reload will not produce the other. Certain terrain seems more conducive to tribes.
6) Something odd happens in certain Oedo years... but I don't know exactly what, yet. (This has consumed the bulk of my testing time)
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A couple weeks ago, I ran close to 1,000 tests on early hut pops (over at CFC), and my results were substantially the same. The map was mostly plains, one continent, created with map editor, no terrain was improved & all tests were done at or before Game Turn 16. My purpose was to look into the very early game hut popping.
My general comparisons with yours:
1. That is very consistent with mine. I could never, ever no way produce an Advanced Tribe (AT) before founding the capital. Ditto with Barbs and Nomads.... totally 100% not observed. However, I do suspect that at some later point, if you refuse to found a city, that eventually you will get an AT. That has happened to me a long time ago. But in these early game tests, it was not possible to produce a Nomad, Barb, or AT until the 1st city was founded.
2. I did not test for city radius issues.
3. I found no difference based on tech in research.
4. I did not examine the Nomad issue in that context.
5. Yes, plains and grass were more conducive. HOWEVER: I was able to generate an Advanced Tribe on ALL types of terrain, including Mountains and Glaciers. The map was mostly plains (made in map editor), with a few non-plains tiles. The Glacier AT was not at the pole... it was an inland glacier surrounded by 20 plains & wheat.
6. I did not look at Oedo years vs. results.
Nice thread. 
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Starlifter
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Seattle's Rain....
Jun 2002 time: 21:21
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by rah:
quote: I've never gotten a nomad off plains or grassland, and never gotten an AT off the other terrains. |
Since I don't know the trigger mechanism for differentiation, I can't provide a definitive answer. In a random game, I've never had an AT on a mountain, either. But in pre-Game Turn 16 testing on a medium map of mostly Plains (constructed with the default Civ 2 Map editor), I did have (much to my surprise) AT's occur in all terrain. The really surprising one was Glacier, since Glaciers get no food. At least Mountains get one food, which makes it analogous to a Forest in that regard. But my tests were not aimed at examining that issue; rather on the general early game odds and possibilities.
About Nomads, I was not interested in where they occured, just when/if they could occur. They do not occur until you found your first city, in pre GT 16 hut popping.... just like Barbs & ATs.
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