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Old December 18, 1999, 08:57   #1
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Huts
http://www.i2k.com/~density/image77.jpg

this shows how huts are placed. i've never done this before, i see the pattern now. So, are these groups of 4 placed at random? it looks like that.
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Old December 18, 1999, 11:10   #2
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Yes, that is indeed the pattern...
You should have included the grid on top of it, so people could see how to guess where huts are. Once you find two sets (group of four) of huts, you pretty much know the entire pattern.

Good job
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Old December 18, 1999, 11:58   #3
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You may also add that hut is never more than 2 squares away from special resource and it appears only from 4 sides of possible 8. Sometimes,the hut can appear one square left or right from special,but that happens when 2 resources are close to each other ('L' pattern).
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Old December 18, 1999, 12:05   #4
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Oh no! We've lost another trade secret!
When I went looking for huts I always went by instinct as there seemed to be some sort of pattern to hut placement. I couldn't find it because oceans disturbed the pattern...

What's left in the box of secret civ tricks?
[This message has been edited by CapTVK (edited December 18, 1999).]
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Old December 18, 1999, 12:20   #5
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What else is in the bag of tricks...

Check out the first post in this thread, and you might learn some more
http://apolyton.net/forums/Forum28/H...tml?date=03:59
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Old December 18, 1999, 17:10   #6
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Is it just random what you get or is there a pattern for that too?
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Old December 18, 1999, 18:57   #7
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You wont get an advanced tribe if a hut is not in flat land...thats all the predictability abot huts results I know
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Old December 18, 1999, 19:54   #8
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Yes, you can only get an advanced tribe on a plains or grasslands squares. However, all other types of squares can provide a wandering tribe (non-settler)

Until you start your first city, you can't get barbarians, a free city, or non settlers.
However, if you wait till around 2000 bc, people have reported finally getting a city.
I've never waited that long, so I will take their word on that.

Some say you can't get barbs if the hut is in a city radius.

If a hut is in a city radius, and a worker is moved to the square the hut is on... it will disappear. So be careful when starting cities with a hut nearby...

The game is designed to stop handing out sciences once invention is discovered. But some have reported examples of where it has happened.

Later in the game, you can get cities with more than one population, and improvements.
Later, you can also start getting $200. Early in the game $100 is the limit.

Can anybody add to these...
[This message has been edited by Ming (edited December 18, 1999).]
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Old December 18, 1999, 20:26   #9
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I don't recall ever getting anything more advanced than riflemen and dragoons from huts.
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Old December 18, 1999, 21:05   #10
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Don't take a hut with a helicopter - it disappears.
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Old December 19, 1999, 01:34   #11
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In the ToT fantasy game, it's quite common that goody hut on the surface and a goody nest in the clouds are at the same location. I do not know if this extends to the other two maps as well.

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Old December 19, 1999, 08:36   #12
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Um guys ... bit bored tonight so I started a SP Emperor game. Guess what? 3950BC, first hut, turned over a city which became my capital. Only ever done it once before, a long long time ago. I'm keeping this saved game as proof.

Cities out of huts early on is, I think, more common than people think. Started a MP game the other night, Deity level, the second hut I turned over, maybe half a dozen turns in, was a city. Became my second city. Couple of hundred years later, another one turned up.

Luck, yes. I don't think it's a bug. There's nothing that I know of to say you can't get cities out of huts before a certain time. I keep proving the contrary to myself.

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Old December 19, 1999, 11:38   #13
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I only play deity and i never got advanced tribe before capital.
Hut within the city radius could produce barbarians. It happened to me more than once.
I also got Democracy from the hut couple of times,so its possible to get a tech even after Invention.
More about huts...there's no empty huts on raging hordes.
Anything else we forgot?

[This message has been edited by SmartFart (edited December 19, 1999).]
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Old December 19, 1999, 12:33   #14
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There always seem to be an exception to the general rules
And SF... I didn't know that there were no empty villiges at raging hordes. Thanks for that one. Makes playing raging hordes even better

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Old December 19, 1999, 17:46   #15
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wait a sec..I'm pretty sure I've seen "this village is overgrown with weeds and ruins" on raging hoardes.?????
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Old December 19, 1999, 18:05   #16
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I believe I've seen an empty hut on RH also. But I'll keep an eye open in future games.
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Old December 19, 1999, 18:55   #17
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Well i didn't. To be more precise i never saw empty hut before multiplayer cuz i always played RH.
However,i do believe there are some minor differences between MGE and UCC. 'Buy a temple than switch to something else' works fine in UCC and Ming pointed out it doesn't works in MGE. Am sure there's more of it but right now i can't think of any.
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Old December 19, 1999, 20:16   #18
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Yeah, I've had empty huts on RH. What's this about "buying a temple and switching" not working in MGE? Does in mine.

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Old December 19, 1999, 20:54   #19
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In reply to what Ming said earlier about getting cities before 2000 BC. I have gotten a city in 4000 BC from a hut. This really pissed me off because it was in a really bad place.... Also I have gotten a city on a forest. And finally but I don't think this was mentioned, but you can't get techs after Invention in reply to that, I got automobile (ironicly) from a hut. But of course all of this was with an unpatched verion (one of the 6 I keep on my comp ). Well thats my two cents. Now I'm two cents poorer .

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Old December 19, 1999, 21:04   #20
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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)

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Old December 19, 1999, 21:51   #21
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Thank you... you just put it in words that everybody can understand it Far better than I could...
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Old December 20, 1999, 14:50   #22
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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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Old December 20, 1999, 14:56   #23
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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.
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Old December 20, 1999, 15:02   #24
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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
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Old December 20, 1999, 18:33   #25
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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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Old December 20, 1999, 19:32   #26
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SG(2) - thanks for clarifying that. BTW, loved the accent, too.

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Old December 20, 1999, 22:32   #27
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(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?
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Old December 23, 1999, 17:16   #28
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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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Old December 24, 1999, 04:01   #29
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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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Old December 28, 1999, 23:20   #30
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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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