156 lines
11 KiB
Plaintext
156 lines
11 KiB
Plaintext
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Episode: 4170
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Title: HPR4170: Playing Civilization III, Part 5
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4170/hpr4170.mp3
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Transcribed: 2025-10-25 20:40:15
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---
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This is Hacker Public Radio Episode 4,170 for Friday the 26th of July 2024.
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Today's show is entitled, Playing Civilization 3 Part 5.
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It is part of the series' computer strategy games.
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It is hosted by Avukha and is about 13 minutes long.
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It carries a clean flag.
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The summary is, we wrap up our look at the details of playing this game.
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Hello, this is Avukha, welcoming you to Hacker Public Radio and another exciting episode
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in our ongoing series on strategy gaming.
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And I'm going to wrap up on this one, our discussion on Civilization 3.
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What I want to do is just add a little bit to what we did last time and give a few more
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fine points on combat and managing wars and things like that.
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So hope you'll find that interesting.
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The first thing I want to bring up is the topic of difficulty levels.
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When you start a game of Civ 3, you have various difficulty levels.
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I've put a link in the show notes that is going to show you what all the difficulty levels are.
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So it matters because the AI, as it's called, that powers the other Civs in the game,
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is definitely artificial, but not particularly intelligent.
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There's only one set of algorithms that it uses, regardless of the difficulty level.
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This basically consists of a series of if-then statements in the code, and the AI cannot learn or adapt.
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So this is the edge an intelligent human player has.
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Now that said, the code was written by people who really understand on a deep level what the game is all about.
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So you should not expect to just start winning right away, particularly if you are new to the game.
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Let alone new to the whole 4x genre.
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It does take time.
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So what does distinguish the difficulty levels?
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Well, the first two, Chieftain and Warlord, the thumb on the scales benefits you, the human player.
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At the region level, everyone is equal.
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At higher difficulty levels, the AI players get advantages.
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Now, the factors here are the cost of building units.
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It's higher for the AI at low levels, lower for the AI at higher levels.
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The AI can get free units at the higher levels, and so on.
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Now, I mentioned the list, a civilization wiki, you can see more about it.
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So if you want to learn the game, you might want to play your first game at the Chieftain level until you can easily win.
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Then if you want a bit more challenge, move up to the Warlord level, then Regent and so on.
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And remember, playing games is supposed to be fun.
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There's no reason to move to a really high difficulty level unless that is something you really enjoy doing.
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Now, the next thing I want to talk about is managing units.
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And this is an area where you as a human can outthink the AI, because they're not terribly bright.
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And managing your units in combat, remember that normal military units have three hit points,
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veteran units have four hit points, and elite units have five hit points.
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Some units have more strength on defense, others on offense.
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And the AI will tend to behave predictably since it's controlled by algorithms.
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In that line, there is a revealing story from the early days leading to micropros.
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Bill Steely and Sid Meier were co-workers at another company and went to a conference in Las Vegas,
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where they found an arcade game involving flying a jet fighter.
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Now, Steely was an X-Air Force pilot, so he went first in this game and racked up a good store.
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Then Sid took a turn and significantly beat Steely's score.
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The reason is that while Steely was playing, Sid was watching and figuring out the AI algorithms.
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Now, after that, Sid said he could write a better game, and they founded Micropros to publish flight simulator games
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before Sid got the idea for the first civilization game.
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In any case, a good player will manage units by taking advantage of terrain to improve the odds of survival.
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Attack from forest or hill terrain, or just fortify in place in good defensive terrains.
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The AI will tend to keep attacking even if it is losing units.
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It may succeed in taking down your unit, but at a cost of two to three of its own.
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And that's the kind of trade you should like.
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Also, a good player will pull back the unit that is down to one hit point and switch to a unit that still has all of its hit points.
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The idea is to save a unit, because they will heal in a few turns and get all their hit points back.
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The AI tends to overlook this, but you shouldn't.
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Now, as to managing wars.
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There's more to war than the tactics of unit management, important though that is.
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There are strategic considerations.
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And the first of these in any war is to have clearly defined war aims and then stick to them.
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For example, suppose one of the other Sivs planted a city in the middle of your area, blocking you from land you could use.
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And that Siv is not all that strong.
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You can go to war and get that city, but once you've done that, do you stop?
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Possibly you should, if that city was the only reason for the war in the first place.
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Of course, it may depend to some degree on what victory type you're going for.
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If you're aiming at a military victory, such as a conquest or domination, that will probably push you towards wiping out the opposition.
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But if you do, make sure you are the stronger party here.
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Long wars can create two problems.
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First, while you are cranking out military units and fighting, the other Sivs in the game are researching texts, developing their cities, exploring and settling cities, and leaving you behind.
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Now, if you're so strong that you can crank out units and simultaneously keep up your research and develop your cities,
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well, you're probably already well on the way to a domination or conquest victory and don't need to worry so much.
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Now, the other factor is something called war-wearingness.
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This was a mechanic that was introduced in Civilization III, and that changes things from what it was in Civilization II.
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In Siv II, each unit had to be supported from a specific city.
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And that support required a shield.
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This meant that you were limited in producing units because each unit reduced your ability to produce anything in a city.
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Then they added a mechanic that said that units not in a city would make citizens unhappy, and this could throw the city into a riot.
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And all activity there would stop.
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In Siv III, they changed that around.
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Now units are not supported by specific cities, but are supported by your empire in general.
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You get a certain number of units free of support, then they start to cost you gold each turn.
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And the longer the war goes on, the more discontent your citizens experience, until they go into riots and shut everything down.
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When that happens, you need to get the city going again if you want to get anything produced, and you have only four options.
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The first is give them entertainment.
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Now this removes a citizen from productive activity and assigns them to being an entertainer.
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That means that any food, shields, and gold they might have produced when assigned to a tile are no longer being produced.
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Your productivity might go down, your treasure it could suffer, you may go into starvation or even population loss.
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This is not the best option, I would argue, but it is the one the game pushes you towards.
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When a city goes into riot, a helpful screen pops up offering to give them some entertainment, which might, you know, you might look at that and say, well, I guess that's the obvious choice.
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But if it's due to war weariness, you're taking the first step on the downward spiral.
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Soon another city will riot, then another.
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And the root cause has not been addressed at all.
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Your people are sick of being at war and you're ignoring them.
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The next thing that you could do in place of that is to change the revenue slider.
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Go to your domestic advisor screen and at the top is a revenue slider.
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The first slider allocates revenue to science, the second one allocates revenue to happiness.
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Think of it as buying the things that make life worth living.
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Now this is the first place I would go to solve a happiness problem.
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Note that the slider changes this for your whole empire, but you know, what starts in one city frequently happens in others as well.
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No, another thing you can do is find some luxury resources.
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These help make people happy and the effects are spread over your whole empire.
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If you have luxury tiles within your empire, make sure they are linked to your city by roads.
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Now, if you want to see a list of luxury resources, there's a link in the show notes to the civilization wiki, and you can look that up.
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If you don't have any in your empire, see if you can trade for some with other empires.
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If you have a capital to capital correction, connection via roads, harbors or airports.
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All trade in Civ 3 requires this kind of connection.
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If you have one city in your empire that is not connected to the other cities, it won't get the benefit of the resources those other cities has.
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As I said, you will want to develop your road network for a variety of reasons.
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And finally, build some happiness promoting buildings.
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Now, this is a longer term solution.
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It isn't a bad one if done properly.
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But depending on the building, it might take 5, 10, 15 or more turns to build such a building.
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And building a happiness promoting wonder would take even longer.
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It has the advantage of resolving your long-term problem while keeping your city productive.
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But a city in riot cannot produce anything at all.
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And you can't even hurry purchase a building when your city is in a riot's condition.
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Okay, so for war goes on too long and your population goes into riot, you're in danger.
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And if you start by trying to buy happiness or diverting revenue from science to happiness, you could start a long downward spiral.
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Your best bet is probably to use the slider to stop the riots, make peace with the other guy, and start putting your empire in order.
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Build some cathedrals or coliseums to promote happiness and let things quiet down.
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Now, you were wearing a stops being active as soon as you make peace.
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But it's still there under the surface.
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It dissipates over time, but it can take 43 turns to completely dissipate.
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Now, there's a chart in the Civilization Fanatics website that's linked in the show notes.
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So, the two rules for managing wars boil down to.
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Number one, do short, sharp, victorious wars, then make peace.
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Know your war aims up front and don't go past them.
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Number two, if you're going to do a conquest or domination strategy, prepare for it up front
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by making sure to get some happiness wonders and by building happiness buildings
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and grab all of the luxuries that you can.
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So, this concludes our look at Civilization 3, very fun game.
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There's so much more we could do, but, you know, a complete look at every aspect of this game
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would be a book, and I'm not really interested in writing a book at this point,
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and you're probably not interested in hearing me talk that much.
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And meanwhile, we've got more games to talk about.
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So, this is Hookah for Hacker Public Radio,
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signing off and is always encouraging you to support free software.
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Bye-bye.
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You have been listening to Hacker Public Radio at Hacker Public Radio does work.
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Today's show was contributed by a HBR listener like yourself.
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If you ever thought of recording podcasts,
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then click on our contribute link to find out how easy it really is.
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Hosting for HBR has been kindly provided by an honesthost.com,
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the Internet Archive and R-Sync.net.
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On this otherwise status, today's show is released under Creative Commons
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Attribution 4.0 International License.
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