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  • rah
    replied
    Yes, that happens, barbs disappear when they touch glacier, sometimes you will get the message of an uprising near a city and they won't be there because they formed on a glacier square.

    rah

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  • crowatbitemedotcom
    replied
    Has anyone noticed this?

    On MGE when I tip a hut on tundra/glacier, if I get barbarians they magically disappear.

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  • Scouse Gits
    replied
    I accept the conventional view that the sciences from huts cease after Invention has been discovered. However, it would appear from the evidence of my current game(2.42), that you can still obtain Scrolls of Wisdom, unless YOU have the tech of Invention.

    I was researching banking - the Zulus had already obtained Invention (from a hut). A couple of turns after they obtained the research, I aquired Banking from a village.

    -------

    Scouse Git (2)

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  • VetLegion
    replied
    How many huts can you count on?

    Well, I did some counting...
    I started ten different games with normal map settings and varied land mass. I counted the huts. There were always between 45 and 50 huts. So now I know that there are aproximatly 50 huts in a standard game
    At least half is mine

    (that is assuming that they didnt change that in TOT which I play)

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  • War4ever
    replied
    MWHC i have noticed the same thing and the ai tends to ignore huts except at the beginning and have you ever noticed that it must have been advanced tribes that they get alot.... save the map and then later in the game look at the pattern..... if they start off slow.... they will get lots of advanced tribes as will you if you start slow too.... this is a pattern i have noticed

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  • My Wife Hates CIV
    replied
    I've tried this also. I've found that a map with many small landmasses, islands, can have many huts still around late into the game. The AI seems to stop expanding after a while. Is this so or just the way it seems.

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  • BlackJack
    replied
    Another thing about huts: Early in the late stage of the game, I'm really not doing anything but sitting around waiting for factories and stuff to finish so it occurred to me to go goody hut hunting. Loaded 2 dips onto my transport and headed off into the dark behind the German and Greek lines.

    I opened every goody hut I came across - periodically unloading a dip to look around further inland. The net result was a load of "Non" units, a bunch of bucks - 200 gold comes up pretty often as was noted earlier - and an 2 advanced civs. The one time I got barbs was no big deal - my dip just jumped back on the transport and bribed a couple over the next 2 turns.

    And, maybe as and aside, rather than disbanding the advanced civ as I usually do, I kept it and used it as the basis for that long distance trading strategy that I rarely have time to setup. Leave one dip in the city and rush build units and improvements.

    Coming back, I went up to the polar region with the same result - no advanced civ though and you've got to be careful about the distance to your newly founded cities.

    The downside is that I got so many units that pretty soon I slipped out of Strong-Mighty and into Supreme; so peaceful coexistence was gone by the wayside for awhile. Next time I'll be more careful about that. And I'll take along a third diplomat.

    You might want to try it.

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  • Scouse Gits
    replied
    (Rush buying)
    SS/Dave V - 185 is sure better than 210. The learning curve continues to sharpen!

    SS - I've noticed the hidden football thread. Do you follow the Reds?
    --------
    Scouse Git (2)

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  • finbar
    replied
    SG(2) - thanks for clarifying that. BTW, loved the accent, too.

    ------------------
    finbar
    Mono Rules!
    #33984591

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  • Dino the Dinosore
    replied
    I once got a size 4 city with 3 improvements from a hut, late in the game. I have seen a goodie hut disappear when I put a city worker on it, and it didn't come back when I closed the city screen = it was gone for good. I have never gotten an empty hut, but I mostly play Deity.

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  • DaveV
    replied
    SS:

    The formula I have for rush building is:

    X*X/20 + X*2, where X is shields needed to fill the box.

    Using this formula, I calculate:

    Rush-build Barracks: 80*2 = 160
    Convert to 20 shields, rush-build diplomat: 185

    Rush-build Diplomat (from scratch): 105*2 = 210
    [This message has been edited by DaveV (edited December 20, 1999).]

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  • Sten Sture
    replied
    SG(2-0@Anfield)

    re: cheaper to start with a spy when rushing units from scratch...

    I think it is actually cheaper (185 vs 240ish) to scratch rush a barracks, convert to a spy at 50% hit, then rush the rest of the spy and so forth. Somebody check me on this, I'm doing that one from memory and I never do it in games.
    [This message has been edited by Sten Sture (edited December 20, 1999).]

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  • Matthew
    replied
    A hut in a city radius will not dissapear when you put workers on it. It just will no longer be visible from the city screen. But close the city screen, and sure enough, the hut will still be there.

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  • Ming
    replied
    Thank you... you just put it in words that everybody can understand it Far better than I could...

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  • Scouse Gits
    replied
    finbar

    If you have an empty production box it is cheaper to rush buy any city improvement by starting with a temple/barracks (both 160).
    Once the temple is built you change to your real objective. Unlike units no more incremental buying is possible. If you want a stock exchange you don't save anything by buying city walls after the temple then purchasing the S/Exchange.

    With units it is different. If you need to rush through a battleship you save by starting with a spy - then a rifleman - then a marine and so on.

    I misunderstood this at first. (See Ming's Cheat Thread)

    -----------
    Scouse Git (2)

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