175 lines
12 KiB
Plaintext
175 lines
12 KiB
Plaintext
Episode: 4590
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Title: Playing Civilization V, Part 9
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4590/hpr4590.mp3
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Transcribed: 2026-07-31 16:14:37 (official HPR transcript)
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---
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This is Hacker Public Radio Episode 4590, for 2026-03-06
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Today's show is entitled, "Playing Civilization V, Part 9"
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The host is Ahuka and the duration is 00:14:17
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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 welcome you to Hacker Public Radio and another exciting episode in our ongoing series on computer strategy gaming
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And we're continuing our look at civilization five and
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Why don't we want to talk about today primarily is city states now city states
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Was a newly introduced feature in civilization five and they play an important role in the game
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They represent the small countries that are not running the world
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They do not produce settlers
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So they do not expand beyond the one city
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Though that city can and will expand its borders in a similar way to how your cities can grow
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They do not start with a military unit, but they can produce military units and defend themselves
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They can also build buildings in the city, but not wonders
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They do have a single vote each in the world Congress or later
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United nations making them a key to a diplomatic victory
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Now city states start out neutral with regards to the actual players
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But your interactions with them can affect how they feel about you
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For example, if you send units through their territory, they will get hostile
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But if you give them gifts that makes them friendly
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So
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If you wish to go to war with them
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You can and you can take them over
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This will affect your diplomatic relations with other players and other city states
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But if you have decided on a war of conquest as your victory type that won't matter to you, right?
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As mentioned if you want to go for a diplomatic victory
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You want to be allied with as many of them as possible to get their votes in the world Congress or the United Nations
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But even if you don't need their votes, there are other benefits from friendly relations
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There are two levels to friendly relations, friendly and allied and the benefits get better as relations improve
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Now there are five types of city states
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There's the militaristic
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The maritime, the cultured, the mercantile and the religious
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Now there's benefits to having relationships with each of these kinds of cities
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If it's a militaristic city state and your friends with them, they will periodically give you a unit
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Which will appear in your city which is closest to the city state
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If you're allies, they'll give you units more often
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Maritime
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A maritime city state if your friends, they will add two food to your capital city
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If your allies, they will add one more food to every city you have
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This can be a great way of growing large cities
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Cultured city states share their culture with you
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At one rate if you are friends and at double the rate if you are allies
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So if you are going for a
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Culture victory which is one of the victory types
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Obviously you want to make sure you are allied with this many of the cultured city states is possible
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Now mercantile city states give you and added three happiness if your friends
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If your allies you get the three happiness but in addition get access to a luxury resource
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That cannot be obtained any other way and that also adds happiness
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And you know managing your happiness as we've seen is one of the key things in in safe
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So five religious city states give you a one-time bonus of faith when you first meet them and provide added faith
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perturne
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Now note that cultured and religious city states increase the amount of culture or faith they provide with each new era
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So the earlier you develop your relations with them the better the benefit
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Yeah, how do you manage your relations
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There is a mechanism in the game which keeps track of points to define your relations with the city states
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On this numerical scale neutral has a value of zero
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Friendly is a value of 30 year above and allied is 60 year above
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In the other direction once you go into negative numbers they become angry
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If you go negative enough it becomes war
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Now a city state can only ever have one ally if only one player has more than 60 influence points
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That player will become the patron of the city state and they will ally to that player
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Now if two or more players have more than 60 influence points
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Then the ally will be whichever one has the most
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Now as the game goes on you may get a message that a city state you had as an ally has suddenly decided to ally to someone else
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This is frequently the result of the other player gaining influence points in some way often by gifts
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You can also gain influence points by promising to protect a city state
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But do this with your eyes open if you do not follow through and your promise it will enraged the city state
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And you will lose a lot of influence with them
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Now your influence with the city state has a natural resting point at zero or neutral
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That means that barring other factors a positive number will fall over time and a negative number will rise over time
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So for example, let's say you sent one of your units through their territory
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Now that'll put you into negative numbers. They'll be angry for a period
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But if nothing else happens they will return to neutral
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On the other side
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Even if you ally with the city state you don't stay allied forever unless you find ways to keep adding influence points
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As a variety of ways of doing that one way is to eliminate barbarian camps near the city state
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In fact, this is one exception to the rule about sending units through their territory
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If you are doing it to attack the barbarians you were seen as a protector not an invader and there is no penalty
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Another way to gain influence is by completing a quest from a city state
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Each city state you are in contact with will periodically give you a quest and if you fulfill it you will gain influence points
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That can include killing a barbarian camp or killing nearby barbarian units, but you can do that at any time. You don't need a quest
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Others might include acquiring a great person of a certain kind
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Building a world wonder
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Bullying another city state
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Finding a natural wonder and so on
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Now just because they've given you a quest you don't need to do it. You don't need to fulfill the quest
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For example if you're strategy calls for ally with other city states
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Like you're going for a diplomatic victory ultimately you might want to pass on bullying another city state
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There's no penalty for not fulfilling a quest just a bonus when you do fulfill one
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Now personally in my games I never bully city states
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But just not my style of play and I win a lot of games
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Okay another way to gain influences with gifts the most effective is gold and
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One large sum is more effective than several small ones
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Now for a diplomatic victory strategy you should plan on having a large treasury as you approach the endgame
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So that you can buy allies in time for the crucial vote
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You can also gain a small amount of influence points by gifting units
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I make it a practice to do this whenever I have units that I don't want any longer
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These could be obsolete units that have no upgrade path for instance
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I don't want to pay maintenance on them as that's a drain on my treasury
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And I could just delete them but gifting them to a city state gives me a small amount of influence
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Another way to get a big jump
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In your influence with a city state is to capture and then return one of their workers
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Okay, now I don't mean capture their worker when it's still their worker, but for instance
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Very often a barbarian will capture a city state worker
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And then that city state worker will have the red color of the barbarian and then you capture it
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And when you do that you have the option of keeping the worker for yourself and in the early game
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I would probably do that because the worker is so valuable
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But at a certain point I have enough workers and getting the 45 influence points for returning the worker is a more effective use
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Remember that you have to keep earning influence points to keep up your relations
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So even if you get an ally of a city state for a few turns
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It will naturally decay back to neutral
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By around the middle of the game if you're playing well you can start to invest the resources needed to maintain your relationships
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And in particular if you are going for a diplomatic victory
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Which relies on having a lot of allied city states
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The best way to go for that is to have a strategy focused on getting as much gold as possible
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And so that's something to keep in mind when you're deciding which empire you want to play as and things like that
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City states get involved in wars if you're allied with a city state and you get into a war with another player
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The city state that is allied with you will join in the war
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Now of course the same is true for the other player so the war between the two players could also involve three to four city states trading as allies
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Now you cannot make peace with a city state while it is allied to a player your war with
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You first have to make peace with that player or wipe them out if that suits you
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However, if you can get more influence with that city state and supplant the other player
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You can get that city state to ally with you and then you can turn around and attack your enemy
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Generally a large cash gift can do this once again showing the utility of a fat treasury
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Now final note about exploration
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And which is a very important thing you you always need to be
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Focusing on you cannot have diplomatic relations with the city state you haven't met
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So this reinforces the idea that you have to explore the map as soon as possible
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Of course you have to balance this with other priorities such as expanding your cities and defending them, but
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You know finding the right balance is what all the civilization games are about
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Now in most maps this means you should be giving some attention to developing your naval power and technologies
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There seems to be a bias to city states being coastal and in many cases they are in small islands
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Of course there are a number of motivations for exploring the map
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First of all you need intelligence of what you're up against with other players
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And unless you're on a very large land mass you'll what to find added lands for settlement
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Finding natural wonders adds to happiness in your empire, so finding them all is important
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And last the unexplored sections of the map have a strong tendency to spawn barbarian units against you
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Early on you cannot traverse ocean tiles and need to stick to coastal tiles
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The unit at this part of the game early on is the tri-ream which you can build once you discover sailing
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Now I usually build one or two tri-reams in a coastal city to go around the coast of the land mass
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I'm on and scout out the situation
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If another land mass or island is sufficiently close and you can usually see clues to that
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on the map
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I can cross to it without entering with ocean tile and extend my exploration
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But to really explore the whole map you need to get to caravels
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This renaissance area unit becomes available when you discover astronomy and is essentially a naval scouting unit
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It can enter ocean tiles
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So
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You know one of the things I will focus on
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You know I'm looking at my research
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Is
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Yeah, I will say okay, I need to get to astronomy and one of the tricks you can open up the technology tree
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And if I click on astronomy it will automatically fill in any of the predecessors that have to be
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Researched first to get there so if I say astronomy is my ultimate
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Objective here my number one priority and so okay you got to research these other three things first
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It will automatically take me through that so that's just a little tip
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So this is a hookah for hacker public radio signing off and as 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.org.
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Today's show was contributed by a HPR listener like yourself.
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to find out how easy it is.
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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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