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269 lines
16 KiB
Plaintext
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Episode: 4130
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Title: HPR4130: Playing Civilization III, Part 3
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4130/hpr4130.mp3
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Transcribed: 2025-10-25 19:57:09
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---
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This is Hacker Public Radio Episode 4,130 for Friday the 31st of May 2024.
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Today's show is entitled, Playing Civilization 3 Part 3.
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It is part of the series' computer strategy games.
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It is hosted by Ahuka and is about 20 minutes long.
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It carries a clean flag.
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The summary is, we continue to look at the details of playing this game.
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Hello, this is Ahuka for Hacker Public Radio, welcoming you to another exciting episode
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on my ongoing series about strategy gaming.
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And we're continuing with our look at Civilization 3, a very nice game.
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What I want to look at now is the expansion phase in our previous episode.
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We looked at the early game, and we're, as you proceed the ideas, you're going to expand.
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It's not until you get to Civ 5 that they really start putting in things that disincent
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of too much expansion.
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But in Civ 3, an earlier expansion is an important part of this, and that means settling
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more cities as quickly as possible.
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And you also want to explore.
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So you build your first city, and most people would say build two scouts as quickly as possible
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followed by a defensive unit.
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Now while this is going on, your worker unit, remember everyone starts with one worker
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unit.
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You can build more, but you start with one.
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And that worker unit should be developing the tiles within the BFC, the Big Fat Cross.
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And you need to get your population up to three before you can produce a settler unit.
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But note that you don't need to hit a population of three before you can start building the settler
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unit.
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Your build pop-up will tell you how long it will take to build a settler unit, and your
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food box will tell you how long until your population grows.
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So if it will take you 12 turns to produce a settler, you can start as long as it will
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take 11 turns or less for your population to grow to size three.
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Again, this is micro management, but in the early game, micro management pays off.
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Meanwhile, your two scout units are exploring the surrounding area.
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Now you're looking to accomplish three things from this.
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First, you want to find the lay of the land so you can pick good spots for your new cities.
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Because you're going to be wanting to build settler units and settle new cities as quickly
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as you can.
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Second, you want to find other civilizations around you so that you know where they are
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and who they are, both of which are important.
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If one of your neighbors is the Mongols, you're going to be forced into building military units
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faster than you might otherwise as an example.
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And three, you want to explore what we call the goody hunts and see what you can pick up
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from them.
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Now you can focus your scouts on this while building a warrior to defend your city.
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This should be safe because barbarians don't appear right away.
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And other sieves are not likely to be sending around military units this early.
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Now once this warrior is done, you press the F button for fortify to have it stay in your
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city and defend it.
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By now you should be checking to see if you're ready to start building your settler.
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If not, build another warrior since you'll want to protect your second city as quickly
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as possible.
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And also because you take a risk if you send a settler unit out without any kind of military
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escort, it can be captured by barbarians or by other players.
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Now as soon as you have a settler unit, look for the best location for another city.
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And it should be around three to four tiles away from your first city.
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You don't want to go all the way across the map with that.
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You want to keep your cities close to each other reasonably close so that they can help
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each other with defense.
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Now so you're looking for a tile reasonably close, you want to look for things like fresh
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water, rivers, lakes, high yields tiles, extra resources and so on.
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Now don't worry if there's some overlap between the BFCs of these cities.
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A completely filled BFC would mean a population of 21 and that happens rarely in any case.
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I find it works better to keep the cities fairly close.
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So three tiles between the city centers is pretty optimal.
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Now if you already have that second wire, put it in that second city and fortify it.
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If not, you can gamble that no one will attack and start with a worker unit and if you've
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not yet seen any barbarians or met any other sieves, it's probably a safe gamble.
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But even so right after the worker unit, you'll want to make sure you have a warrior unit
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there for defense.
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Now you'll want to develop this city the same way you developed your first city.
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Make sure your citizen is working a high food tile to start with so that you can grow
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your population.
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Use your worker unit to add irrigation in a road and now as the city grows, you'll want
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to produce another settler here as well and you should probably start to think about
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having a warrior unit to accompany the settler from now on.
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As I said, sending settlers out without a military escort is taking a big risk.
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You put a lot of resources into building a settler unit.
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Many turns of production goes into them and then having them captured by someone else's.
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It's not good.
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Now as you locate other sieves, you need to consider that you will be competing for good play
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spots.
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Now if there's a good spot between you and the other guy, you may want to be the one
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who gets their first and snaps it up and if you've other land behind you, so to speak,
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with no other sieve in that direction, you can settle that last.
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This is something that we refer to as forward settling and the best players will do this routinely.
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Your goal should be to get to about 10 cities as quickly as possible.
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Maybe you come up a little short or maybe you get lucky and get a few more, but this
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is the objective.
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Now I put a link in the show notes to a site that I think is an excellent guide to this
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phase of the game, crackers opening play site.
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So check out the show notes and read up on that.
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Now the next thing we need to look at is city improvements.
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We've been talking so far about units and the three units we've looked at are warriors,
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workers and settlers.
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Obviously, as time goes on, there will be others, but that depends on how you've researched
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the technology.
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But the other thing you do in cities aside from building units is to add city improvements.
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These are like buildings that you can build within a city that will give you certain
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benefits.
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Now there's only two city improvements I would generally build early on in this game.
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And the first is the granary.
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Now the granary helps you grow your population and the way it works, if you do not have
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a granary, you need to fill the food box all the way before you get another citizen.
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And when you do, that empties the food box completely.
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With a granary, you'll still need to fill the food box to get your next citizen.
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But when you do, it doesn't empty the box all the way, it only empties it halfway.
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So in other words, it only takes half as much added food to produce the next citizen.
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This is even more important when pumping out settlers.
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I wouldn't delay getting the first couple of settlers for this.
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But somewhere around having three to four cities, I might build a granary to improve my
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efficiency.
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Ultimately, I would probably build granaries in every city to help build up my population.
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But this kind of game is all about balancing competing demands.
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So if you spend time building a granary in every city as soon as you settle it, you might
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now build as many cities as you should.
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So you have to balance all of these.
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Now the other city improvement that I'm going to build early on is a barracks.
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You don't need to build one in every city unless you have nothing better to do.
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But I would build barracks in maybe two to three of my first cities.
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This allows you to build military units that start out with veteran status, making them
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stronger.
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Now with a few barracks in a few cities, you can turn out veteran units to defend your
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cities.
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And when you're ready to go on the offensive, you can build up a stronger set of units
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to attack with.
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Again, this is just early game.
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Other improvements will come along.
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You may be in a situation where city walls are needed to add to your defensive strength,
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for instance.
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And as you move forward in time, at some point you will start building libraries to promote
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your research.
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But this early stage, what I would do is I would build the barracks and maybe designate
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a couple of cities as being the ones that have barracks and use those cities to build units
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that I can then send to any other cities I have to be defensive units.
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Specialization of cities is not a bad thing.
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Now the other thing you could be building at this point are wonders.
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These are the big cajonas, like the seven wonders of the ancient world, the pyramids,
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the colossus of roads, things like that.
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And they will give your civilization or your city certain benefits.
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They tend to take a lot of time to build.
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My general feeling is I don't focus on wonders in the early game.
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They can be very nice.
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But in the early game, I feel like I'm going to do better in my game if I have more cities
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rather than more wonders.
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And you need to consider that if you conquer a city that has a wonder in it, you will
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get that wonder.
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So if I've done it right by the mid game, I should have the largest civ on the map and
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can then build wonders and possibly have conquered a few as well.
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Now the last topic that we get of building up our picture of this is the technologies.
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Technologies and research, let's go together, research is how you gain technologies.
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Now one of the things I would point out, you can get technologies from research, but you
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can also get it through trade.
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You can trade technologies with other players.
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And I'll tell you, the other players that the other civs that are being run by the AI,
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they're going to be trading text with each other like crazy.
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And so you should do the same.
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One of the reasons your scouts are all over the map looking for other civs is so that you
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can do technology trading.
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And you really need to, since if you don't, you will fall behind in technology.
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I would focus on trying to obtain as many texts as possible.
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Now some text you will get from the goodiehuts you explore.
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Some you may get from your own research activity.
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But you should try to get as many as possible from other civs.
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Some players fall into this trap of thinking, oh, this is a critically important tech.
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You must hold on to it and make sure no other civ gets it.
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Well, you know, we're all looking at the same research tree.
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If I don't trade it, someone else will.
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And very possibly on the very next turn.
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So the other civ gets it anyway, but I don't get anything because I didn't get into a trade.
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Now I'll also consider buying a tech from another civ if it is as affordable.
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And I can't get it by trading.
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What I won't do is sell my text for cash since my objective is to be the tech leader in
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the game.
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Now I've put in a couple of videos from a guy named Swade, civ3, who is a huge civ3 guru
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on YouTube.
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There's some links in the show notes that talk about the expansion phase and all of the
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things that we've been looking at, technologies, wonders, city improvements, etc.
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So if you take a look at the show notes, that will get you links to stuff that will help
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you.
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Now our very last topic in this episode are the different victory types that you can have.
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So how does this work?
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Now by the time you've gotten through the initial expansion phase and have your approximately
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ten cities, you should have some idea of your possible path to victory.
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Civ3 introduced some new victory conditions compared to what Civ2 had.
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And this is something that will continue to evolve through future versions of civilization.
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The first thing is to evaluate your geography.
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Do you have easily defended borders?
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Terrain like mountains or swamps may slow down attackers.
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An amount of coastline on your border is good for slowing down attackers as well.
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Using a seaboard invasion is tricky and it is particularly hard to transport and land
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large stacks of units since the transport capacity of early units is low.
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The first naval transport unit is the galley and it can move to units.
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That's good if you want to settle on another land mass since you can transport a settler
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and a military unit to defend the city.
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But two units won't go far in an attack.
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If you're surrounded by other players and have long land borders, it's going to be
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a little trickier.
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Now you need to look at your neighbors.
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Some are known to be more aggressive.
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Russia, Persia and Babylon come to mind.
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And you can gauge them by the interactions you have.
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If they are moving troops around your borders, something is definitely up.
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And if they start making demands like money or tech from you, they are certainly planning
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on war.
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And if your neighbors are headed that way, you don't have a lot of choice.
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You need to start preparing for war yourself.
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Now if everyone seems peaceful, you can instead try one of the other victory conditions like
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science, diplomatic or cultural.
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Now in Civ 3, the science victory is the same as it was in the first two civilization
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games.
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All to Spaceship, to send to Alpha Centauri.
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The rank on Civ 3 is that you win as soon as the Spaceship is launched.
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You don't need to wait for it to actually arrive.
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Diplomatic is a new one, based on being elected leader of the United Nations.
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And for that, you need to be on friendly terms with the other, so if you've been a bully
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to the others and then try and get elected, well, I'm going to work.
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Civil is based on metrics of how much culture your city is generating, and it is another
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new victory condition in Civ 3.
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Now these victory types are a bit harder to master, so I would suggest for the new player
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that you either go for a military victory or a science victory.
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Now that said, even if you're going for a science victory, make sure your military
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strength is good.
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If your military is weak, the other civs will cast hungry eyes in your direction.
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Now for a science victory, I first make sure I have a good road network, both to produce
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revenue and even more importantly to move units around.
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One of the things that people may not be as aware of now as they were back in the day
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was that when Eisenhower was president and developed the interstate highway system
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in the United States, his primary reason was to help provide to the defense of the country
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that we needed highways that could move troops around quickly.
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So a good road network is an important thing to have.
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Then I would try to have two good veteran defensive units in each city and upgrade them
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as the technology progresses.
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So early on, in the very early stages, your best defensive unit would be a spearman, defense
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value of two.
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Then by the time you get up towards the medieval time, you get pikemen, defense value
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of three.
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By the renaissance, you've got musket men who have a defense value of four.
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Then comes rifleman with a defense value of six and finally in modern period infantry
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with a defense value of ten.
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So you don't want to be in the modern era with spearmen defending your cities in other
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words.
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That's not a good idea.
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Now there are two possible ways of doing this.
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You can be building new units all the time or you can use money and spend money to upgrade
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the units.
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It's just a matter of which is going to work best for you.
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For border cities, I would add city walls.
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Now city walls are really only used for first smaller cities, population of no more than
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six.
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So you should be selective about building them since building ones you don't need simply
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waste 20 shields of production.
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So this has been a look at a continuing look at Civ 3.
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This is a hookah for hacker public radio signing off and encouraging you as always to support
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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 a podcast, click on our contribute link to find out how
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easy it really is.
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Hosting for HBR has been kindly provided by an onsthost.com, the internet archive and
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our things.net.
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On this advice status, today's show is released under Creative Commons, Attribution 4.0
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International License.
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