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Plaintext
224 lines
15 KiB
Plaintext
Episode: 4610
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Title: Playing Civilization V, Part 10
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4610/hpr4610.mp3
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Transcribed: 2026-07-31 16:15:05 (official HPR transcript)
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---
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This is Hacker Public Radio Episode 4610, for 2026-04-03
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Today's show is entitled, "Playing Civilization V, Part 10"
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The host is Ahuka and the duration is 00:18:16
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The flag is Clean, and the license is CC-BY-SA
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The summary is "We continue our look at the game mechanics of Civilization V."
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Hello, this is a hookah welcoming you to Hacker Public Radio and another exciting episode in our ongoing series on computer strategy games
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And we are still taking a look at civilization five and we've just got a few more topics to cover before we go into playing a game and
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Illustrating all of these things
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So the first thing I want to talk about is great people
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And there are various kinds of great people that you get in this game and you get them by accumulating great person points
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Each type of great person has its own type of great person point and they are earned independently
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So you can easily accumulate points for several different types of great people at the same time
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Now you can earn these points through specialists through wonders
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And through social policies
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While you can accumulate points towards any and all great people you should focus on once that fit your game strategy
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If you're going for a domination victory you should focus on great generals and great adbrills and
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Preference to great artists and great musicians
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But if you're going for a cultural victory you might want to reverse that
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Now that is not to say you won't gain a few random other great people along the way just that you should know what you're trying to achieve
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And great generals and great adbrills are a little different in that you earn them by winning battles
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Now as an example in the game we're going to look at after this episode
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Where I was going for a diplomatic victory. I had a couple of great generals. I earned along the way. I had no use for them
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I never fought a single battle against any other player in the game throughout the entire game
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So I happen to you know
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Get a couple of great generals, but you know, I just parked them somewhere and had them sleep throughout the game
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Because I didn't need them
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So what are the types of great people?
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Great artist
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A great artist can start a golden age or it can create great works
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We've talked about golden ages
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If you feel the need to start one, you know, that's a good use for a great artist
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If you're going for a culture victory, I'm not sure that's the best way to go
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I think that creating a great works would
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Advance you a little more towards that goal particularly with ones you earn early in the game
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Because you know, it can add up over time
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Great musician
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Can do a concert tour which adds to your tourism or can create a great work
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In this case a great work of music a
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Great writer can write a political treat us which gives you
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a
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lump sum of culture or it can create a great work of writing
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That will add to your culture per turn
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A great engineer can hurry production
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Including wonders this is the only way you can rush build a wonder in this game is by using a great engineer
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If you don't need to use the great engineer for that the other thing they can do is create something called a mania factory
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That adds to your productive capacity capabilities
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A great general you know if you're going to be fighting battles their handy because they give you a combat combat bonus to any unit within two tiles
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Or you can use it to create a citadel and one of the interesting things a great general can do when creating a citadel
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The steel land from one of your neighbors
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Now they don't like it, but
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There's nothing they can do about it other than go to war with you
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Now
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Angolia has a unique unit called the con that creates
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It replaces the great general it moves faster and heels adjacent units and can also create a citadel
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Now there's a great merchant
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Great merchant can do a trade mission and what that means is you go to a
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city state any city state that you want to
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You go to and it would the trade mission will give you gold and it will add to your influence with that city state
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So what you do is you move the great merchant to the city state territory and then trigger the trade mission
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Now Venice has a unique unit called the merchant of Venice which creates which replaces the the great merchant
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Now
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An additional 100% gold
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An additional 100% influence
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Or it can even puppet a city state
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And what puppeting means is that
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You have control of the city state to the extent that you control all of its units and it's considered to be part of your territory
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But you don't control the build queue of the city
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Now you could also use the merchant of Venice to create a customs house just as you can with any great merchant
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Great scientist
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Can hurry research
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If you want to get just a lump sum of
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Research points where you've created an academy that gives you an additional per turn now
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I probably early in the game would almost always go for creating an academy because it gives you a little extra every turn
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That can add up over time
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But if you're at the very end of the you know if you're in the modern era
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Chance is are you never enough time to really benefit all that much from an academy and so getting a
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Big lump of research is probably a better approach
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Great admiral gives a combat bonus to naval units within two tiles and can repair adjacent naval and embarked units
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And finally great profit
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Can found or enhance a religion
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Can spread religion or can create a holy site
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Now every type except a great admiral can create something but that uses up the great person
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And the main action for each also uses up the great person for instance if you do a concert tour
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Hurry production
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etc
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So you need to consider which one works best for you
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So
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As I said before like with the great scientist early on academy
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Great use in great scientist
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You know by the time you're hitting the modern era
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Probably just makes more sense to get a big bang
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From the hurting the research
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Now if there's a key wonder you need to make your strategy work having a great engineer on hand or hurry it up can pay off very nicely
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You know it really sucks if you're
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Really counting on getting a particular great wonder you've started building it and you're getting almost there and suddenly
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Someone else finished it and
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You know yeah, so I
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Having great engineer on hand
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It's just it's a useful thing to have for that
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Now the next topic one to talk about is trade
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So in civilization five the amount of gold you are in from terrain is much lower than in previous versions of silk
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So the path to a full treasury requires that you set up trade routes
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You have a limited number of trade slots available but that limit does grow over time
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You can earn slots in two ways the first is through discovering text
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For instance in the ancient era
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Animal husbandry and sailing
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Can do that in the classical era discovering engineering
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In medieval era discovering the compass
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In the Renaissance era discovering banking
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In the industrial era discovery biology
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In the modern era discovering the railroad and in the atomic era discovering penicillin
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So just from keeping up your research you can get up to eight trade routes
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In addition the wonders classes and Petra each provide an additional trade route
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What does that tell you? Well
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That tells you that if your strategy is based on getting a lot of gold
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Those should be wonders that you would target because those additional trade routes
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And you know you're talking about fairly early wonders here
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So getting those means you're gonna get trade routes that are gonna be generating gold for you throughout the entire game
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So for instance if your strategy is to go after
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Well, let's say a diplomatic victory is is one that gold is really key for
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You know you might want to take a look at doing that not doesn't mean that if you don't get those wonders
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You can't win a diplomatic victory. There's you can do any number of things in this game if you're skillful with it
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Now you can also establish a trade route with your own cities with city states and with other empires
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Trade routes are always city to city and are limited by distance
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So it can make sense sometimes to move your trade unit to a different city
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The city that produce the unit will always be where it shows up first
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But you can transfer it to another city on its first turn
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Now if it's a cargo ship it can only be placed on a coastal city
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But it can bring a desired destination city within range
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Note that for land units
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Caravans in the early game
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You can increase the range by building roads which kind of makes sense
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Now what about the effects of trade
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You know your major reason for doing it is to get gold no question about that
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But there can also be science, culture and religious effects so it's worth paying attention here
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So even if gold is the main object you may have several options that provide equivalent amounts of gold
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And a potential gain of science or culture might be the tiebreaker depending on what your strategy for victory is
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If you establish a trade route with the city state you can receive gold
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Provide religious pressure to convert them to your religion and gain influence with them
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This can be very helpful if you're going for a diplomatic victory
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But I would not accept a large difference in gold just for that minor influence game
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You gain far more influence with gold in the long run
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So I tend to start with get the maximum amount of gold and then if I've of two cities providing equivalent amounts of gold for the trade route
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Then I look to well all right can I get a little science or a little culture in addition
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Now setting up trade between your cities
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Which is an option can be helpful in giving a boost to a city because you you're consent them food in production
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Now in the earlier phases of the game that might be a good idea to get a city up to fold an element
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The city where the route originates does not lose anything
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But some added amount shows up in the destination city
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However for food trade to happen you need to have a granary in each city and
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For a production to be transferred you need to have a workshop in each city
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Finally
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Plundering trade routes can be plundered by empires you are at war with
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more often by barbarians when that happens
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The route disappears and you need to build another trade unit and set up another route
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Now
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Plundering a route
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Simply means you lose the route it doesn't mean you lose the capacity the number of trade routes you have
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That you're allowed to have doesn't change
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Now the last thing we want to talk about is who are you gonna play as?
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There are 43 possible civilizations in Civ 5 so I am not gonna discuss them all in depth here
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I've got a link in the show notes to the Civ wiki for a chart that shows them all
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What I want to do instead is discuss why they are different and how you should make choices
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Depending on the victory type you're choosing
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Of course if you let the game make the choice few randomly
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Well knowing what each Civ is good for can help you determine what type of strategy to pursue for your best chance of victory
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Now the first thing to know about each Civ is that they have a starting bias for where they will spawn at the beginning of the game
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And this can be either positive or negative
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Either you are more likely to spawn in certain terrain or less likely to spawn in certain terrain
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England which is a naval power will be biased to spawn on the coast
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Where as Egypt a famously desert country will have a negative bias to avoid jungler forest locations
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Second all Civs have one or more unique abilities
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For example the Carthaginians have two abilities that come from history
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The first is Phoenician heritage which means that all coastal cities get a free harbor
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And once they have earned a great general their military units can cross mountain tiles and they're the only ones that can do this
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All right, obviously that's an echo of Hannibal crossing the Alps
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The French have the city of light ability which grants double-theming bonuses for museums and wonders that are in the capital
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Third each Civ has a unique unit
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These units replace one of the regular units in the game but are enhanced in some way
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Spain has two of these the first the Turcio replaces the musket man
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But it has a plus 50% bonus against mounted units and an increased melee strength making it a combination of musket man and Pikeman
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The other unit the conquistador replaces the night, but it has some interesting abilities
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It can move after attacking if it still has movement points
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Embarked units have double defense it can see two tiles further and has no penalty when attacking cities
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Finally the conquistador unit can be used to establish a city although it uses up that unit
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So it can function as a settler
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Finally most but not all civs have unique building or improvement
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As with units these tend to replace ordinary buildings and improvements but offer something better
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A rabia for instance has the bizarre which replaces the marketplace
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But it provides an additional two-gold to return more than the marketplace
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It adds one additional copy of each improved luxury resource near the city
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and provides plus two gold for each oasis and each source of well
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Now what you need to consider is how all these unique
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Attributes of a sieve will fit into your strategy
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And timing matters the American sieve has a unique unit of the b7 team bomber
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That's a nice unit, but it comes very late in the game
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If you're going to go for a domination victory
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That's not going to really help you probably have mostly conquered the world by the time that becomes available
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But the Roman units of the balista and the legion are excellent for an early campaign of conquest
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Now for a trade-oriented strategy
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Portugal is excellent as all of its unique attributes help with generating trade and gold and gold is the key to
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Many possible paths to victory
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So keep these points in mind as you plan your strategy
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And to illustrate all of things we have been discussing in the civilization five series
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I will play a game where I aim for a diplomatic victory and I'll make a few mistakes along the way
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But you know, it will still illustrate
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How the game can be played and and I do end up winning
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So that'll be coming up next so this is Huka for hacker public radio signing off and as always encouraging you to support free software. Bye. 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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