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"During exploration, minor tribes that have not yet advanced to be civilizations may be discovered in the world. These are represented by a small hut symbol. If you enter a minor tribe’s village by moving onto the hut, one of a number of things may happen: you may discover valuable metals (coins), the tribe may become a mercenary unit in your army, you may discover a scroll of ancient wisdom that advances your civilization, your magnificence may inspire them to become civilized and found a new city in your empire, or they may prove to be extremely violent barbarians."
– Civilization user manual
Village (Civ1)

Village sprite in CivDOS, beneath a Militia unit.

Villages are a potential tile feature in Sid Meier's Civilization, represented by a brown thatched hut. They are randomly distributed during map generation in a new game. Villages represent minor tribes that can provide rewards (or create threats) for the contacting civilization.

Possible outcomes[]

A ground unit that enters a tile with a village will trigger one of several possible reactions:

Upon conveying its reward, the village is removed from the map.

Nullifying interactions[]

Village (CivNet)
Village sprite in CivNet.

A barbarian or air unit that enters the tile will remove the village without providing a reward.

Note that unlike Civilization II, the village is not removed if a citizen is assigned to work the tile.

Modding[]

Village outcomes are determined through a combination of random selection and if-then-else logic, as documented by darkpanda. This logic, as well as gold quantity, mercenary types, and city siting and advance selection constraints, can theoretically be modified by hacking the CIV.EXE program.

See also[]

Footnotes[]

  1. This will never occur on the first turn of the game. After 1000 AD, villages will no longer provide advances.
  2. The unit's home city is determined by the city closest to the village at the moment of exploration; if the closest city is owned by a different civilization, the unit is assigned no home city, and thus incurs no support cost.
  3. Barbarians will not spawn in close proximity to cities, or against a civ that has not founded one.

References[]

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