Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Randomize Tribal Village Rewards?
In earlier Civ games, you could randomize rewards and if you got a clunker, you could reload and try again. In Civ VI, it appears that you're stuck with a preordained script all game long. Is there no way to "randomize" Tribal Village rewards?
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Showing 1-12 of 12 comments
mimizukari Sep 25, 2017 @ 3:56pm 
so you want a way to get advantage by reload cheating? no, you're not going to be able to cheat the system.
terry Sep 25, 2017 @ 5:54pm 
You were stuck with a preordained script with ancient ruins too, unless you played Shoshone and then you got to choose from the same ones with a slight rotation to make sure you couldnt pick a settler from every ruin you found. For that matter, im not real sure ancient ruins were even on option on higher difficutly settings(cant remember)
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.
airmikee99 Sep 25, 2017 @ 7:00pm 
The random seed option has been in most Civilization games, but it's usually added in an expansion or an update after the game has been out for a while.

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.
pitonsnaboca Sep 26, 2017 @ 5:55pm 
Well... maybe I shouldn't say this or encourage anyone to do this, but there's a "GoodyHuts.xml" file where you can try and set all the different types of gifts to have the same weight, making all have the exact same probability of being the one you get. Even the "grant settler", which is turned to zero chances, by default.

Last edited by pitonsnaboca; Sep 26, 2017 @ 5:55pm
Early Memphis Sep 26, 2017 @ 10:55pm 
Thanks, but that's a Civ V file, pitonsnaboca. I believe they got rid of it in Civ VI. :(
pitonsnaboca Sep 26, 2017 @ 11:55pm 
Originally posted by Strider:
Thanks, but that's a Civ V file, pitonsnaboca. I believe they got rid of it in Civ VI. :(

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
HaroldClapsaddle Sep 27, 2017 @ 6:48am 
it's not very random when you end up with 6-7 trader units from the Goody huts. That's totally rediculous. I really think the population increase is actually detrimental to your developement early on in the game when you haven't expanded yet to get the things that make your people happy. The Goody hut mod just adds a bunch more goody huts and I think it has nothing to do with what rewards you get from them.
Early Memphis Oct 3, 2017 @ 9:02am 
You be right, pitonsnaboca! I looked in game files, not in Steam. I guess I'll have to wait until next game. You don't get very many tribal villages in this game - at best, 2-3 early (as far as I can tell with limited gameplay). I believe earlier Civs featured more GoodyHuts.

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. :steammocking:
pitonsnaboca Oct 3, 2017 @ 9:40am 
It all depends on the size and type of the map you're playing and if you are willing to explore straight from beginning.
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.
donald23 Oct 3, 2017 @ 1:28pm 
The settlers thing is upped if you lower the difficulty. As in, the lowest two (iirc) can give you settlers, everything higher then that cannot.

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.
jims Oct 5, 2017 @ 5:14am 
Goody hut rewards are not by random dice roll within the turn. If you have two scouts next to goody huts, at any stage through a turn they will give the same rewards in the same order. Have another unit fight between makes no change. Resets at turn end. In other words, if you don't like the reward, you need to reload and wait and entire turn.
HaroldClapsaddle Oct 5, 2017 @ 4:43pm 
I use the mod that adds goody huts and sometimes I end up with 6-7 traders, that's ok, I also use a mod that allows me 10 trade routes. lol :-))
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Date Posted: Sep 25, 2017 @ 3:48pm
Posts: 12