We've found two huts! AH and BW right? Also there's the gold and deer I dreamed of, both on worst possible terrain though (which for deer means it's pretty bad).
I looked up hut mechanics. There's a list of things we can get, and it picks one. But some of the things, we can't get.
1) We can't get a warrior because it's multiplayer and also because it's been <20 turns (either condition would be enough).
2) We can't get barbs in one case because it's a scout, and in the other case because we have only one city and the hut is less than 8 away from that city. (i.e. it's in the city's 7th ring, if there was such a thing.) You also can't pop barbs if you have no city, but then you couldn't pop techs either.
3) We can't get healing because our units aren't wounded.
So here's what's left, on Monarch:
High Gold
Low Gold x4
Map x2
Scout
XP x2
Tech x2
So 12 possibilities, 2 are techs. 1/6 of a tech, twice? Not too bad. The other results are not terrible either. Btw High Gold is about 70g, Low Gold is about 40g (but there's some variance).
I also looked up whether we have to choose a tech yet, because it would be a shame to put beakers into a tech right before popping it from a hut. I thought on the turn you found, you don't have to; your beakers are collected as overflow and then you can choose next turn. But maybe this was only on the first turn of the game?
Well guess what, it's actually the first FIVE turns of the game, where you don't have to select a tech, and your beakers just pile up in overflow! Only problem is it might be hard to end turn if the only thing left to do is choose a tech, so I guess you have to leave a unit unmoved or something, and then force end turn. Anyway I don't think we need to worry about that, it's already the fourth turn. We don't mind choosing a tech next turn after our two hut pops.