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I think i saw a mod in the workshop having something to do with the goody huts, dont remember the exact name though and dont remember what it does to them.
Personally, im fine with them the way they are. Ill take all the eurakas/inspirations the game wants to give me for free.
One way to deal with the preset seed options is to change up your actions. If you're about to enter a goody hut, attack something with another unit, then enter the goody hut. You should get a different result because the "die roll" you were using on the goody hut was used on an attack instead, so the goody hut will get the next "random" result in the seed list.
Not true.
If you'd open the file, you'd see it makes a distinction between Science research boost and Civic research boost, and they weren't separated in Civ V.
It also has "builder" iand "trader", units from Civ VI (instead of "worker" and "caravan" from Civ V).
The file was clearly installed by Civ VI (I only installed Civ V on this computer way after the file's date) on ...\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data
I'll have to study the file to see what adjustments would make sense. Wonder why they would make something like settlers a 0 instead of simply removing the line entirely? But, like I said, I'll have to study and highlight all the percentages to get an idea of what's going on.
As with my earlier admission of ignorance, clapsaddleharold, at first glance, it appeared that you could only adjust %s of chances to get something - I missed some possible change to get more GoddyHuts. Certainly, none of these changes would "cheat" - as all players would get the new chances, it would only advance the game development a bit. I miss the old map editor, where I could go in and add a bit of water or forest (and if I added something for me, I always added something for each civilization). But, I guess God is dead in this version of Civ.
My first prodution queue usually is scout-slinger-slinger and I can easily clean 5+ goody huts (if I manage to control barbs - usually I can).
As for the settlers thing, I believe it is something they implemented with the intention of giving it some use in the future... or maybe, just to make it easier for the mod's comunity to get it working without much trouble.
And as far as I know, the defaults in the files are all set for Prince difficulty. And there the chance for settlers is indeed 0.
Then if you dive into it, you'll see that if you get the difficulty down to Settler, you do get a chance to get settlers.
But to make that change, the actual property (line in the config file) has to exist in the first place.