Back to the Tile improvements in Civ4
A Tribal Village is a feature, technically an Improvement, representing small uncivilized Villages. Tribal Villages are randomly placed on the map when it is generated; they do not appear during play. The first civilization to expand cultural borders onto, or to move any unit into the tile where a hut is will get a random benefit (or sometimes release a bunch of barbarians). Tribal Villages are often called "goody huts" by players, and the process of clearing the village and obtaining its reward is occasionally referred to as "popping a hut."
Goodies[]
There are several outcomes possible when popping a hut: a new Warrior or Scout unit, maps, gold, etc. Which outcome a human player gets depends on several things, but primarily the game's difficulty level (one gets better results on easier levels), and on whether or not a Scout (or Explorer) is used to pop the hut. The following table shows the probability of various possible outcomes, by difficulty level:
Settler | Chief | Warlord | Noble | Prince | Monarch | Emperor | Immortal | Deity | |
---|---|---|---|---|---|---|---|---|---|
high_gold | 20% | 20% | 15% | 15% | 10% | 5% | 5% | ||
low_gold | 10% | 10% | 15% | 20% | 20% | 20% | 25% | 25% | 25% |
map | 5% | 5% | 10% | 10% | 10% | 10% | 10% | 10% | 5% |
settler | 10% | 10% | 5% | ||||||
warrior | 10% | 10% | 10% | 10% | 10% | 10% | 5% | 5% | 5% |
scout | 5% | 5% | 5% | 5% | 5% | 5% | 5% | 5% | 5% |
worker | 10% | 10% | 5% | ||||||
experience | 5% | 5% | 5% | 10% | 10% | 10% | 5% | 5% | 5% |
healing | 5% | 5% | 5% | 5% | 5% | 5% | 5% | 5% | 5% |
tech | 20% | 15% | 15% | 10% | 10% | 10% | 10% | 10% | 10% |
barbs_weak | 5% | 5% | 10% | 15% | 15% | 15% | 15% | 10% | |
barbs_strong | 5% | 5% | 5% | 10% | 15% | 20% | 30% |
The AI is always on "Noble" for this purpose (and many others). Some of the outcomes above are not valid in some circumstances:
- Healing is not valid if the hut was popped by culture, or the unit has 40+ hit points.
- Experience is not valid if the hut was popped by culture, or by an unpromotable unit (Spy, Worker, Missionary, etc.), or if GameTurns < 10.
- Warrior is not valid in multiplayer, or if GameTurns < 20.
- Settler is not valid in a one city challenge game.
- Tech is not valid if the civ has no cities yet.
- Certain units like Scout and Explorer get better results which means they will never unleash barbarians.
- Barbs are not valid if:
- the game option No Barbarians is on.
- the hut was popped by culture.
- it was popped by a Scout/Explorer.
- no cities exist yet, or if there is exactly 1 city located at a plotDistance < 8.
In the case where an outcome is not valid, the game "rerolls" the outcome up to 10 times until it gets a valid one. If no valid outcome is found the hut just disappears without anything happening.
Technologies[]
List of technologies which can be "researched" from Goody Huts (in Beyond the Sword).
- Mysticism
- Priesthood
- Monarchy
- Literature
- Drama
- Music
- Fishing
- The Wheel
- Agriculture
- Pottery
- Aesthetics
- Sailing
- Writing
- Mathematics
- Calendar
- Currency
- Astronomy
- Hunting
- Mining
- Archery
- Masonry
- Animal Husbandry
- Bronze Working
- Horseback Riding
- Iron Working
- Metal Casting
- Compass
- Construction
Huts and Barbarians[]
When a Tribal Village is on a tile that the game has linked as a good place for a city, barbarians will sometimes stop there and "guard" the village. When a barbarian is doing this, it will not move or attack even if a unit moves adjacent to it. Eventually such a village can be turned into a barbarian city, which eliminates the hut. A guarded village can be popped by cultural border expansion, by attacking and defeating the guard unit, or by moving a Spy into it.
See also[]
- Tribal Village in other games