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A native village is a feature representing small uncivilized villages. Native 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). Native villages are called "goody huts" by players, and the process of moving onto one and getting whatever is there is called "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+ hitpoints.
  • 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.
  • 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.

Huts and Barbarians

When a native 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.

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