147 lines
12 KiB
Plaintext
147 lines
12 KiB
Plaintext
Episode: 4650
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Title: Playing Civilization V, Part 12
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4650/hpr4650.mp3
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Transcribed: 2026-07-31 16:16:01 (official HPR transcript)
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---
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This is Hacker Public Radio Episode 4650, for 2026-05-29
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Today's show is entitled, "Playing Civilization V, Part 12"
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The host is Ahuka and the duration is 00:14:30
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The flag is Clean, and the license is CC-BY-SA
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The summary is "We begin a sample game of Civilization V."
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Hello, this is Huka, welcoming you to another exciting episode in our ongoing look at computer
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strategy games, and we're continuing with Civilization 5, and up until now we've been explaining
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the various mechanics of how this works, but to help put it firmly in your mind what I'm
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going to do is play a game and tell you about what happens as we go through it and what decisions
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I'm making and why I'm making them, which I hope is going to make it a lot easier to absorb all
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of this information. So Civilization 5 introduced a new victory type, so I thought it might be fun
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to try that, and that is the diplomatic victory. Now I decided I would play as Austria
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on the Prince level. The Prince level means that all players are equal and no one is favored.
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Now there are plenty of people who say, oh, you know, Prince level is too easy, you know,
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I go for deity level. Great, all the more power to you if you want to do it.
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I play games for fun. I don't need to impress anybody, and you shouldn't feel any need to
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impress anybody either. So in this case, I'm playing on Prince level, and that means that I'm not penalized
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anyway. I'm not benefited in any way. The computer players I play against aren't benefited or penalized
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in any way. Then for my map, I chose a fractal with a map size standard, game speed standard.
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My only advanced option was quick combat, because I didn't need to see that
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drawn out, particularly since I planned to avoid combat as much as necessary.
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My leader is Maria Teresa, and her Austria has the unique ability called diplomatic marriage.
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Now this allows us to either annex or puppet any city state that has been allied to us for five
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turns with the proper expenditure of gold. My plan was to use this to puppet the city states to
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control their votes for the diplomatic victory, but that was a misunderstanding of the rules.
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I actually implemented one of the hardest ways to win a diplomatic victory. Nonetheless, that's what I did.
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Now to get them to ally with me, the most effective way to do this is with cash and lots of it.
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And of course, even more cash to actually affect the puppeting of them.
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So my overriding objective in this game is to amass a large treasury.
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Yeah, a large treasury is never a bad thing in a game of sieve.
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Now I can't ignore my military either, because a weak military invites attacks from greedy neighbors.
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And, you know, I may need to liberate the occasional city state if another player conquers them.
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Austria also has a unique unit, the Hassar, which replaces the cavalry unit. It can move after attacking,
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has a flanking bonus, and has one extra movement.
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And the unique building is the coffee house, which increases the generation of great people in the
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city by 25%. So you can expect me to build those in every city as well.
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Now with that in mind, I started the game and settled in place.
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I had mountains nearby, but also sheep and silver within my city, so some useful resources.
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I immediately started to produce a scout as my first unit and sent my warrior out to explore.
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In the very early stage, I focused on exploring the surrounding area and finding any goody huts,
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which in this game are called ruins. My initial city site is not exactly ideal as it is all
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hilly with a jungle nearby. After building my two scouts, my next priority was to build a worker
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unit to increase the productivity of my city. And for my first social policy, I unlocked tradition.
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When I got my second policy, I picked oligarchy and planned to complete all of the tradition tree.
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I cleared out a barbarian encampment and then discovered my first city state, Vilnius.
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Then I needed to clear out another barbarian encampment that was blocking me from finishing my exploration.
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Meanwhile, I'm focusing on getting texts for sailing the ocean blue because that is how I plan to get
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trade routes to discover city states I can pop it and so on. Now, because money is
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to key to my strategy, I made a beeline for currency in my science research.
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And while headed there, I completed the tradition tree.
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When I can get there, I will work on the commerce tree to maximize my cash.
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But until then, the patronage tree will let me improve my city state relations, which is important
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for improving my relationships with city states. After all, you need to be allies with them
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for five turns before you can pop it them. I now have three cities and can probably squeeze out
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a few more, which should be sufficient to my needs. Now, at turn 141, I have six cities,
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and that's all I will build in this game. I now have the technology to build workshops,
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which are the first productivity boosters available, so I set all my cities to building them.
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For research, my immediate object was to get to compass, so that I could build the galley ass,
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which would let me do more ocean exploration. But to go into deep ocean, I will need to go further
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to get astronomy, which will let me build the caravel, which can enter deep ocean.
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Once I got that, I switched to banking, not just for money, but as a prerequisite for building
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the forbidden palace, which grants two additional delegates in the world's Congress or later
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United Nations. When I get banking, I'll go back to astronomy and then navigation to advance my
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sea going capabilities. Now, by turn 216, I had gotten banking and started on the forbidden palace.
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And by luck, just as I started, I got a great engineer. I'm holding him in a reserve in case I need
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to hurry productions, and great engineers are the only way to do that with an in civilization five.
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I also picked up astronomy, which will let me build caravels to explore the whole ocean.
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My next research priority will be gunpowder since it is time to beef up my defenses.
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At turn 240, my caravel started to come out, and I found several new city states.
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And since my treasury is healthy, I started the turn with 6,000 gold, and I'm bringing in a
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hundred each turn. I began the process of puppeting city states. So let's take a look at how that works.
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There are some few details here. So the requirements are two things.
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First, you have to be allied with the city state for five consecutive turns.
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Second, you have to have the right amount of cash. Now, this amount is not too much early on,
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but it rises over time. So, how do you become allies with the city state?
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There are a number of things you can do to improve your relationship.
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You can take on a quest that a city state has published, which can be things like
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find another natural wonder or create a great admiral.
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These quests pop up continuously through the game and you're free to ignore them.
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But fulfilling one will improve your relationship.
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Trade will also improve your relationship. So in this game, all of my trade routes were made with
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city states. If you are in a position to have a successful war, you can find a former city
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state that was conquered by one of the empires. The other players, in other words,
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liberate it, and then it will be your ally for the rest of the game.
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Giving them presents is how I usually do it, though. You can give them units or money.
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If your purpose is to get allies, money works best. But I do gift units in two circumstances.
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First, if I have obsolete units, giving them away might be better than deleting them,
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because at least I'm getting a little something in terms of my relationship with the city state.
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Second, if a city state is under attack by another empire,
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gifting the units might help them hold out and make life difficult for one of your rivals.
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Now, the place for all of this is done is the city state screen, which opens up when you click on the
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bar above the city state, which is where you handle all of your relationships.
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Now, at the top of the screen, you see your current status, which more often than not will be neutral,
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which is how all city state relationships start out. But you can get the angry,
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for instance, by moving a unit of yours into their territory.
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Now, if you only do it once and give them a little time to get over it,
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they will go back to neutral. You can also improve the relationship by pledging to protect the city
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state, but be careful. If they get attacked and you do not try to protect them, they will get
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very angry. Giving a gift opens a pop-up to say what kind of gift you want to give,
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250 gold, 500 gold, 1000 gold, or a unit. Note that a unit is only worth 5 influence points.
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Well, 250 gold is worth 20. So, as I said, money is more powerful if your aim is to improve your status
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with them. So, at turn 242, I found the city state of Singapore and it appears that I was the first
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empire to find them. So, I immediately pledged to protect them. My influence with them was 20,
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which is neutral. We just met and that is where things stand on first meeting. To be friends,
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you need to get to 30 and to be allies, you need to get to 60.
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When I clicked next turn, I got a quest from Singapore. They were worried about a barbarian
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campment nearby. And if I cleared it out, I would get the additional influence with them.
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In this case, though, I let that go by. I want to move more quickly and Singapore is across the ocean
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from me. My influence with them at this point was 21, so only a modest increase.
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But I have 6,038 gold in my treasury and I'm bringing in 102 per turn.
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So, let's see what a gift of 500 gold will do. Well, it brings me to 65 influence. So, we're now allies.
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But when I mouse over Singapore, the pop-up window reminds me that my influence will decrease
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by 1.12 per turn. For an empire other than Austria, this would mean a regular infusion of cash to
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keep up your status. And I have one diplomatic victories with other empires by saving up a lot of
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cash and dumping it on city-states just before the vote. But for Austria, you have a special ability
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called diplomatic marriage that lets you turn the city-state into a pop-up and that is permanent.
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But it also presents some obstacles, as we'll see. We are allies now, but my influence will drop
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by one each turn, and I might lose my ally ship before I can puppet them. But I can gift a unit
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and get another 5 points, and I happen to have a very obsolete warrior unit that will serve the purpose.
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However, it takes 3 turns for the unit to arrive, so I lose a few points,
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but I'm still fine. At turn 247, I can now use the diplomatic marriage option to make
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a puppet of Singapore. Prior to doing this, I was 4th in score with 604, while the leader had 729.
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My happiness level was plus 25, and I now had 5,833 gold in my treasury.
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Then I made Singapore a puppet, and now I'm third in the game, with a score of 664.
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My treasury has fallen to 5,258, which means it cost me 575 gold.
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But most significant is that my happiness fell from plus 25 to plus 9, which is a big loss.
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I have enough gold to puppet 4 or 5 more city-states at this time, but if I did, I would have
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rebellions breaking out and my empire would collapse. Now this is the obstacle that Austria has to face.
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We need to promote happiness before we go much further with making puppets.
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Civ is always a game of balances. So with that, this is Huka, signing off, and as always,
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I encourage 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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