Tribal Village (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
ru:Туземная деревня (Civ4)
Category:Game concepts (Civ4)