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Field Marshal Klesh
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Klesh Marshal Field
Jan 2000 time: 00:23
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Greetings, been thinking about goody huts here and the possibilities of fine tuning them more so we might be able to use them more effectively in our scenarios.
What are the possibly outcomes for tripping a goody hut:
- You receieve an undiscovered technology.
- You recieve a settler 'wandering nomads' unit.
- You recieve an 'advanced tribe' and are granted a city.
- You recieve a sum of money.
- You recieve a military unit which changes through the ages.
- You recieve an abandoned village, ie nothing.
Any more I am forgetting?
Okay, so now lets see how we can go about fiddling with them such that we could limit the outcomes of a hut to something desireable.
- You can counter the technology outcome by giving a civ Invention. No more technologies from huts. Removing Invention altogether from the scenario I assume would allow for infinite techs from huts?
- I know no way of reducing the appearance of settler (slot?) units. I assume it is settler slot and of course not any unit with the settler ability.
- 255 preplaced cities is about all I can think of to limit the appearance of an instant city via the 'advanced tribe' outcome.
- I know of no way of eliminating the outcome of money given from a goody hut.
- I know of no way to limit the appearance of military units except that they have a pattern to their lineage in the first place. They change I assume with the triggering civ's technology level, or perhaps the overall game's technology level. The Barbarian Paper has excellent info about barbarian outcomes from huts and their corresponding tech levels, so I figure their might be a connection to what a player's units might be if the Barbs are toggled off in a scenario. No Barbs means only player controlled mercenaries, but there has to be a pattern.
- I know of no way to eliminate the appearance of an abandoned village outcome from a hut.
Henrik has told me that the huts have a 'seed' like resource specials. This effect s their placement on the map. He was sucessful in eliminating most huts that gave anything except settlers for a scenario about the New World. Apart form deleting those huts whos likely outcome is not desireable (he seemed to find a pattern, not a perfect one though), is there a way to limit the outcomes of all huts?
Seeing as huts are placed on the .MP file at the very start of the mapmaking process before any techs are involved, perhaps their location or something about their pattern regulates the outcomes.
Perhaps the outcomes are a revolving thing simmilar to odeo years whereby the list of total outcomes order revolves based on the game year.
Year 1->A,B,C,D,E,F
Year 2-> B,C,D,E,F,A
etc.
EDIT: By this I mean that in year one you trip the first hut giving you outcome A-> Technology, Hut #2-> outcome B 'nomads', Hut #3 -> outcome C 'advanced tribe'.
Perhaps Year 2 would have the first hut being tripped starting with outcome B, hut #2 ->outcome C and so on in a revolving fashion to give the appearance of randomness.
Just an idea there. Anyone know more about this?
Thoughts?
-FMK.
Last edited by Field Marshal Klesh on 25-11-2002 at 02:17
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:23
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I never saw a village give a city on a mountain, only settlers (nomads), so there may be a connection between terrain and advanced tribe?
Last edited by LDiCesare on 26-11-2002 at 14:37
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Boco
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who was once King for a week.
Jan 2001 time: 00:23
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From the Samson's thread in the strategy forum, it appears that the odds can be tweaked. quote: Invention Rule
Once a Civ acquires Invention, the Scrolls outcome is suppressed and its chance is added to Gold. The outcome ratio becomes 1:2:1:0:1 in TGMSB order.
Explosives Rule
After any Civ acquires Explosives, the Nomad result is suppressed and its chance is added to Gold. Thus, on Nomad-suited terrain, the outcome ratio becomes 0:2:1:1:1.
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Together then, these techs should be able to adjust the odds to 0:3:1:0:1 (Friendly Tribe:Gold:Friendly Mercenary:Scroll of knowledge:Barbarian horde. AFAIK, that's the most it can be stacked towards Barbs and Mercs. Samson et al. love to research this kind of stuff in regular Civ2, but currently are focused on other Goody Hut outcomes. Samson does claim that WK's group A and B Mercs appear in 1:1 ratio. These guys don't usually post unless they're sure, since others on the forum love to debunk posted "AI rules".
Kull, I'll try a test of these two techs on the 1 or 8 outcome, but it won't likely be a rigorous one.
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