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Mechanic: Goody Huts (Minor Tribes) #934

@ajhalme

Description

@ajhalme

We are missing the "goody huts" mechanism, known officially as "Minor tribes" in Civ 3.

We want to:

  • Sprinkle them around the map at world creation time
  • Set up a basic framework for "collecting" them as a player
  • Add one or two initial "goody hut effects" (see below)
  • Add relevant UI notification

References

https://civilization.fandom.com/wiki/Goody_hut
https://civilization.fandom.com/wiki/Minor_Tribe_(Civ3)
https://civfanatics.com/civ3/strategy/game-mechanics/probabilities-of-goody-huts-c3c/ (!!)
https://youtu.be/Ntkw5otU8C4?si=skxA4NzAs6DAwFR1&t=962 (note interesting behaviour when building a city next to a goody hut)
https://forums.civfanatics.com/threads/free-size-4-city-from-goody-hut.32602/

Image

From the Manual

Minor tribes are not rival civilizations (though some are home to barbarian raiders). They are small villages populated with people who might be inclined to help you.

The results of [contact with a minor tribe] are unpredictable. It could result in a gift of knowledge or gold, the tribe might send their best warriors to form a military unit to help us, or the tribe might decide to join our civilization, either by ceding us their town or pulling up roots and forming a Settler. Of course, negative events are also possible; the village could be empty or populated by hostile barbarians.

Minor tribes react to contact with a range of emotions, from delight to hostility. Occasionally, a minor tribe is sufficiently awed by your emissaries to immediately form a new city and become part of your civilization. Move your exploring unit onto the minor tribe’s huts to
discover the tribe’s attitude toward your civilization. If they choose to form a new city,you need do nothing. Your advisors propose a name for the new city (which you can change).

Villages of thatch-roofed huts scattered about the map indicate the presence of minor tribes. These populations are too isolated, not organized enough, or too migratory to develop into major civilizations. Minor tribes come in two flavors: active and passive.

Active tribes are warlike groups that periodically send out raiding parties. Their warriors attack on sight and attempt to
loot your towns and cities. If you find and obliterate an active tribe’s village, you end the threat from that tribe (and get a bit of spare change in the process).
(aka Barbarians)

Passive minor tribes react with a range of emotions to contact with your civilization. You cannot predict any particular village’s response, but most of the possibilities are favorable. Here’s what can happen when you move a unit into the village of a passive tribe:

  • Occasionally the tribe is sufficiently advanced, yet awed by your emissary, to immediately form a new town and become part of your civilization. (TOWN)
  • On the other hand, your troops might stumble on a village with an advance unknown to your civilization. Graciously, they share their knowledge. (TECH)
  • A village might have access to gold. To placate your emissary, they might offer some as a gift. (GOLD)
  • The tribe gathers their fiercest young warriors together to create a military unit to join your civilization’s forces—as a gesture of alliance (and perhaps a way to be rid of some young troublemakers). (UNIT)
  • Your emissary makes a horrible faux pas, and the minor tribe turns vicious. A number of hostile units come boiling out of the village to attack. (BARBS)
  • Your emissary arrives at a spot rumored to contain a village only to find the inhabitants long gone and the dwellings empty. Nothing occurs. (NONE)
  • Your unit catches up with a particularly nomadic tribe and impresses them with his or her goods and possessions. The
    minor tribe is willing to join your civilization, though not necessarily interested in settling in their present location. The villagers become a Settler.
    (SETTLER)
  • The minor tribe hands over a map of the surrounding area. (LOCAL MAP)

OC3

  • Search for "goody" in the codebase to find 1) a TODO in MapGenerator.cs, close to where barbarian camps get created, and 2) a Tile reference to goody huts in the Biq parser in BiqSections/Tile.cs.

  • The Civ3 assets live in Art\Terrain\goodyhuts.pcx

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