- "Thatch-roofed hut icons scattered about the map of the world indicate the presence of minor tribe villages. These populations are too isolated, too unorganized, or too migratory to develop into major civilizations. Minor tribes react to contact with a range of emotions, from delight to hostility. There is no way to predict a village’s response, but most potential responses are favorable. There is one unique situation: Air units cannot encounter minor tribe villages. Instead, their overflight scares the villagers, and the hut icon vanishes as the tribe abandons their territory in terror."
– Civilization II Instruction Manual
Villages are a potential tile feature in Civilization II, represented by a brown thatched hut. They are randomly distributed during map generation in a new game or through the auxiliary map editor. Villages represent minor tribes that can provide rewards (or create threats) for the contacting civilization.
Possible outcomes[]
A land unit that enters a tile with a village will trigger one of several possible reactions:
- The tribe joins the discovering civilization as a new city that may begin with additional population and/or prebuilt improvements.
- The tribe provides a free civilization advance.[note 1]
- Metal deposits are found, instantly providing 50, 100, or 200 gold to the treasury.
- A "band of friendly mercenaries" joins the civilization as a free unit.[note 2][note 3]
- The village spawns a barbarian unit in every adjacent unoccupied land tile.[note 2]
- A "group of wandering nomads" joins the civilization as a free Settlers unit with no assigned home city.
- The village is deserted and no reward is gained.
Nullifying interactions[]
A village tile may be "explored" in a way that removes it from the map without providing a reward:
- A barbarian or air unit[note 4] enters the tile;
- A citizen is assigned to work a tile containing a village.
Scenarios and modding[]
Villages can instantly be erased from the map through the cheat menu by the "Wipe all goody boxes" command under "Scenario parameters". Likewise, they can be replaced by "Restore all goody boxes", including villages already explored.
In Civilization II: Test of Time, villages can be prevented from generating on specific map layers by assigning the relevant digit '0' in the 31st @COSMIC
parameter.
Footnotes[]
- ↑ Once any civilization has discovered Invention, villages will no longer provide advances.
- ↑ 2.0 2.1 Type of unit is determined by the current barbarian tech threshold.
- ↑ 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.
- ↑ In the original Civilization II up to MGE, helicopters forfeit village rewards. In Test of Time, helicopters can be flagged to explore villages normally like land units by setting the 32nd parameter in
@COSMIC
to '1'.
See also[]
- Village in other games