133 lines
10 KiB
Plaintext
133 lines
10 KiB
Plaintext
Episode: 4570
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Title: Playing Civilization V, Part 8
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4570/hpr4570.mp3
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Transcribed: 2026-07-31 16:14:10 (official HPR transcript)
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---
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This is Hacker Public Radio Episode 4570, for 2026-02-06
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Today's show is entitled, "Playing Civilization V, Part 8"
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The host is Ahuka and the duration is 00:12:15
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The flag is Clean, and the license is CC-BY-SA
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The summary is "Computer games, strategy games, Civilization V, diplomacy, spies"
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Hello, this is Huka, welcoming you to Hacker Public Radio and another exciting episode
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in our ongoing series about computer strategy games, and we're chugging along with Civilization
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5, and I want to get into some related issues here about how you can interact with other players
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and things that don't involve the force of arms. And you can get an interesting new victory
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type called the diplomatic victory, which was added in Civilization 5, and we're going to discuss
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that and even do an example of it. So diplomacy to start with with other players, you have a relationship,
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and it's based on their approach to you. They are neutral, okay, neutral means they're not friendly,
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they're not hostile. The trades you make with them will be fair from their point of view.
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If they're friendly, they like you, and will accept requests from you more often.
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Trades will be slightly in your favor from their point of view. They can be afraid of you.
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This only happens if you have a very substantial advantage in military strength. So this is rare.
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They will readily accept requests from you, and trades will be in your favor.
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They might be guarded. That means they are suspicious and defensive, and will be more likely to be
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unfriendly. Trades will be harder to achieve and favor them rather than you.
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They can be deceptive, and that means they will pretend to be friendly, but they're plotting against you.
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They may bribe other players to declare warn you. They will not accept requests for help, and trades will be hard to achieve.
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They could be hostile, and this means they hate you and they're completely open about it.
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Trade deals, if you can get them, will be heavily against you.
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And finally, there could be a state of war.
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So in that case, if their attitude towards you is war, it may not be war yet, but it's coming.
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They need the right conditions, so they may pretend to be friendly, neutral, guarded, or hostile,
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while they wait for those conditions to mature.
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These are not set in stone, and as you can modify how the other player feels to you by your actions,
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if you have friends in common, that will tend to improve your relationship.
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Similarly, if you have enemies in common, agreeing to their requests will also improve things,
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but if you cannot agree, just say so.
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The worst negative modifier is when you agree to do something and then do the opposite.
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Now saying no is also negative, but it's not as bad as saying yes, and then we're nagging on the deal.
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Finally, remember that negatives will erode over time if they're not reinforced.
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Now, if you want a very detailed look at the mechanics and details of this,
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I put a link in the show notes to the Civ fandom site with a detailed guide to diplomacy.
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Now, city states are also very important diplomatic partners.
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Now, we'll cover all of the benefits in a different section, but here I want to focus on how they enable
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the diplomatic victory. At a certain point, the United Nations will be born out of the world's
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Congress, and when this happens, a diplomatic victory is possible. Now, this will occur when any
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player reaches the information era, or whenever half the players have reached the atomic era.
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So, diplomatic victory requires that you get the votes of a certain number of delegates to the
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United Nations. Each player gets delegates based on their population, and there are also some
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additional delegates you can earn, such as to building the world wonder for bidden palace,
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which gives you two additional delegates. Anyone planning for a diplomatic victory should
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consider building this wonder as mandatory. But each city state gets one delegate, and if you are
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allied with them, their delegate is yours. The mechanics of city state relationships is that they
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love gifts and cash is always the best. So, anyone planning a diplomatic victory would be well
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advised to focus on building a large treasury. You will know when a leader vote is coming up
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in the United Nations and can make cash drops on any city states that are not already allied with
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you before the vote. But watch out that another player doesn't do the same thing after you do,
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and snipe away some of your allies. Another thing you can do is place spies in the city states to
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regulations, and that's another way to get them to ally with you. And it brings us to the topic
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of spies and espionage. Spies are simply awarded to you at points along the way. The first one
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comes when any player enters the Renaissance era. After that you receive another spy each time
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you advance to another era. So, you can, in general, have as many as five spies. But if you build
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the national intelligence agency, you get one more. Now, this is an national wonder and should
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be a mandatory build if you're going for a diplomacy victory. And England starts with one
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extra spy. So, if you play as England, you could have as many as seven spies. Spies can be used
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for offense or defense. If you station one of your spies in one of your own cities, it can operate
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as a counter spy and may thwart or even kill an enemy spy. If you are well ahead in technology
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that might be a good use since other players will be trying to steal your tech. But if you're
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behind, you might want to use your spies to steal tech from other players. You may be successful
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in this, but the theft does not go unnoticed. And the other player may use one of his spies to counter
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your operation. If your spy is killed, you will get another one in three to five turns, but if
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your spy was a high rank spy with promotions, that's a serious loss. So, you may want to move
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that spy elsewhere for a while. Now, diplomats, when you assign the spy to the capital of another
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player, you can designate them as a diplomat. Now, that will take a few turns, depends on the
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game speed, but around six turns on normal speeds, to get them set up. This is called making
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introductions, but the point is that if you need an effective diplomat, don't wait until the
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last minute. Now, diplomats can be useful in several ways. Early on, they allow you to trade
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votes in the world congress, and they will bring you intelligence about intrigues, and you can then
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share that with other players. And it can also give you a view of the other player's city screen.
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Once you have researched globalization, your diplomats can help with a diplomatic victory
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because each one counts as one additional vote in the United Nations for world leader.
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Now, you can change a spy into a diplomat, or a diplomat into a spy, just by moving the spy
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or a diplomat from its current location to another location, and that triggers the ability to
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change their job assignment. This means that when you first get spies and they cannot yet be used
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to get additional delegate votes as diplomats, you can assign them to city states where they
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can help you get alliances. Then, if you start to research globalization, move them to the
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capitals of other players and turn them into diplomats. This, of course, assumes you want to win
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a diplomatic victory. If instead, you are going for a science victory, and in our head in science,
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it's probably best to station them in your own cities to do counterintelligence work.
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If you're a head in science, other players will be trying to steal tech from you.
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Now, religious pressure. If you have researched all of the piety social policy tree,
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you'll have the option to choose a reformation belief to add to your religion.
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One of these, called underground sect, allows your spies to resort religious pressure
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against the city they have been sent to. However, this effect is fairly small.
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If there is not a follower of your religion in the city, it seems to do nothing.
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But in combination, it can flip cities to your religion.
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Start by sending an missionary to spread your religion, and then your spy can add to that.
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And you should also combine that with a trade route to add additional religious pressure.
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And by gradually moving your spies, missionaries, and trade routes from city to city,
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you can make your religion dominant in a region.
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Now, the diplomatic victory, which is the new one that was added in Civilization 5,
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we didn't have diplomatic victory as an option previously.
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That can be a fun way to win. I've done it.
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Now, if you want to get a leg up, start with a save that gives you advantages,
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such as Greece or Venice.
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Now, you know, half to do that, my last diplomatic victory was achieved with Ethiopia,
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which is generally regarded as a military domination kind of safe.
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And you can win any victory type with any save, and it can be fun to play against type.
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Now, Greece gets an advantage from relations with city states,
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which are key to diplomatic victory because each one gets a vote for the world leader.
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And Venice is interesting, because with Venice, in Sioux 5, you cannot build settlers.
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So, you know, what can you do? Well, you can use cash that Venice generates to puppet city states.
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And you can purchase units in puppet city states as well.
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Cash is king in the Venice strategy, and you will want to get as many trade routes as possible.
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The first two should send food to Venice to help boost your population.
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Since you will only ever have one city as Venice, you'll want to max it out.
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All trade routes after that, the first two should focus on cash.
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Use your cash to purchase or upgrade military units and employ a defensive strategy.
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You want enough military to deter any aggression against you, but you should avoid making any
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hostile moves against others if possible. Remember, this is a strategy for a diplomatic victory.
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If you want to go to war, don't choose Venice. Choose one of the other domination sives,
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like the Zulu's or the Mongols. So, this is a hookah for Hacker Public Radio, signing off,
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and as always encouraging you to support Free Software. Bye-bye!
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You have been listening to Hacker Public Radio at Hacker Public Radio.org.
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Today's show was contributed by a HPR listener like yourself.
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If you ever thought of recording podcast, click on our upload link
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to find out how easy it is.
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Hosting for HPR has been kindly provided by an AnHonestHost.com, the Internet Archive,
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rsync.net, and our mirror network.
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Unless otherwise stated, today's show is released under a Creative Commons
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Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license.
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