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Plaintext
211 lines
13 KiB
Plaintext
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Episode: 3950
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Title: HPR3950: Sid Meiers' Alpha Centauri
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3950/hpr3950.mp3
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Transcribed: 2025-10-25 17:49:00
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---
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This is Hacker Public Radio Episode 3950 for Friday the 22nd of September 2023.
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Today's show is entitled, Sid Meier's Alpha Centauri.
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It is hosted by Ahokad and is about 16 minutes long.
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It carries a clean flag.
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The summary is, one of the best overlooked games.
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Hello, this is Ahuka, welcoming you to Hacker Public Radio and another exciting episode
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in the series of my experiences in strategy gaming.
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I'm going to start in more in-depth look at I think something that has been rather unjustly
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overlooked by a lot of people.
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And that is a game that goes by the name of Sid Meier's Alpha Centauri.
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Now in 1993, MicroPros, the company that Sid Meier's was co-founder of, was struggling
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financially and it was bought by Spectrum Holobite.
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And they let go of the UK personnel almost entirely and consolidated things.
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While Civ 2 itself came out as a MicroPros game, it was clear that Spectrum Holobite had
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other plans for the company than what long-term MicroPros people wanted.
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So after the release of Civ 2 in 1996, Sid Meier, Jeff Briggs and Brian Reynolds left
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to form for Raxas Games.
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The pros taught it along for a few more years, but it is no longer relevant to this story.
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Jeff Briggs, who had been at MicroPros early on, would later lead the development of Civ
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3.
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And of course, Sid Meier and Brian Reynolds were the lead developers of Civ, the original
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game, and Civ 2 respectively.
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So there was a lot of Civ experience in the for-axis team, but they could not do another
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Civ game yet for two reasons.
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First Civ 2 had only recently been released and it was still selling well, and would continue
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to do so for some time.
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Secondly, MicroPros still owned the rights to the name civilization in the computer game
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market.
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Now, this lasted until Hasbro purchased MicroPros in the late 90s.
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For Axas decided that they wanted to be a design studio and not a publisher.
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So they could design a game for Hasbro to publish and could use the Civ name for Civ 3,
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but in the meantime, they worked on Alpha Centauri.
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That's not technically a part of the Civ series, but it is considered to be sold by many
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fans.
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And if you go to some of the online sites like Civilization Wiki, you will see an Alpha
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Centauri section there.
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Now it has all of the features that have been part of Civ since the beginning.
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It is turn-based.
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You build units and buildings.
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You build wonders, you research a tech tree, and so on.
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So there's a lot of similarities, also some interesting differences in that they made
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what I thought were some fairly significant advances.
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Now Alpha Centauri ended up being published by Electronic Arts.
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So story of the game.
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Now Civ games never needed to have a story behind them, because you are going through a
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version of history to build your empire, and we all have at least a simple notion of
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what that history is, which is enough to get going in the game.
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But in moving to an alien world, there is no shared history we all know, so they had
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to give it all a backstory to make sense.
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So they started with the colonization ship from Earth, which of course you can think of
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as that final step to a science victory in Civ 2.
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So remember in those games you would send your colonization ship to Alpha Centauri and
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that would get you a victory.
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You know, but what happens when that colony ship arrives?
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They give it a story here.
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The colonists split up into factions.
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Each faction having a different philosophy, a different set of objectives and so on.
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And there is a mutiny on the ship, the captain is killed, and then when they get to the planet
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Kairan in the Alpha Centauri system, you know, each of the factions lands in a different
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place.
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And then the planet itself becomes a player that reacts to your decisions.
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This makes it an additional obstacle that in some ways takes the place of the barbarians
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in the Civ games.
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Only here it is the mind worms.
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Now, as for the colonists' nationality is not the dividing principle here.
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You will see members from different races, nations, etc. from Earth, but what defines
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the factions is ideology.
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Each faction has a different focus.
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First one, Gaia's step-daughters.
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This group wants to avoid the environmental mistakes that made that people made on Earth,
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and they want to live at peace with the planet Kairan.
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Then there is the human hive.
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This is a harsh collectivist and authoritarian group which prizes loyalty above all else.
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I kind of think of that as communist.
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University of planet that is dedicated to research and the free exchange of information.
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Morgan Industries, a laissez-faire free market group organized along corporate lines.
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Spartan Federation, a militarist and survivalist group believing in the right and duty to
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bear arms.
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The lords believers, they seek a life of prayer and worship.
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The peacekeeping forces.
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They support the humanitarian goals of the United Nations, which sponsored the Starship
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flight that brought the colonists.
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Now, each of these factions has different strengths and weaknesses that affect the gameplay.
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You can win with any of them, but you will need to adapt your strategy to the specifics
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of the case.
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Each faction starts out with a different technology.
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For example, the daughters of Gaia start out with Centauri ecology, while Morgan Industries
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start out with industrial base.
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So the starting technology is one appropriate to the ideology, but that's just a starting
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position.
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As the game goes on, you need to make choices, and the choices you make will further push
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your faction in one direction or another.
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You can go further down the path your faction starts with, such as being Morgan Industries
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and making a series of decisions that emphasize profit at the expense of the environment,
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or you could try to push your faction in a different direction by making different choices.
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As Brian Reynolds put it in an interview at GameSpot.com, he said,
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In each case, we've gone out of our way to avoid promoting a single right answer.
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As you create your vision of future society, each value choice has positive and negative
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consequences, and the choice between good and evil will rarely be black and white.
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You can create literally thousands of different societies in Alpha Centauri, an atheistic polluting
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police state with a free market economy, universal education, and an all-volunteer military,
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or perhaps a devoutly religious democracy with a heavily censored information network, conscript
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army, and cradle to grave health care.
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One way or another will make you think, and therein lies the secret to an addictive game.
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And that was a very interesting view of this.
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So Alpha Centauri built on Civ 2, but it pushed the Forex genre ahead in several ways.
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First is the distinct personality of each faction, with their special proclivities and units.
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Now you can see this develop in subsequent Civ games, up to the current, at the time as
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I record this, which is Civ 6, they've just announced that Civ 7 is, at least we think
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at Civ 7, they've said the next Civ game, so we're presuming that's what that means.
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And so will that come out in 2024, maybe?
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I don't know.
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At any point, the thing is, we started to see this develop in the Civ games, the idea
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that each player is subtly different, or maybe not so subtle, you know, they have different
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motivations, different objectives, different strengths and weaknesses.
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Now, the second big advance, I would say that Alpha Centauri made, was the AI, which
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is significantly better than anything that came before it.
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Now, when I say AI, I'm just saying the computer code that runs all of the other factions.
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When I play these games, I play them as a single player, playing against computer opponents.
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There are possibilities that, you know, you can have multiplayer, I think, they specifically
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built that in with Civ 2, and it continues to be an option.
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I don't do that because it just, you know, that would require coordinating with other people
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and setting aside time that I may or may not have.
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I like to be able to just play when I've got a little spare time, and I might put in a
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couple hours and then save it and then not come back to it for a week, you know.
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So anyway, that's how I do it.
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So what is it about the AI that is better?
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And again, I'm going to go back to Brian Reynolds and what he says is, so, what gives a game
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the coveted replayability that turns a single player game into a classic?
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Well, a lot of things, of course, but one of the most important is good AI, smart computer
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opponents.
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One of the most common reasons gamers give for preferring multiplayer games is that human
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opponents are smarter and make more intelligent, unexpected moves, or conversely that in
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single player games the AI is crappy.
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Knowing this, some developers are ready to throw in the towel and single player AI and go
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all multiplayer.
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As a designer though, I take it as a challenge to try to create the kind of algorithms
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that keep players coming back for more.
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Now there's one final big advance, terrain.
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Terrain matters in Alpha Centaurion away it hadn't before.
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Notable is the idea of elevation, a new development.
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You could actually raise a chain of mountains, and it would result in rainfall on one side
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and drought on the other, just as it doesn't real life.
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And if the side with rain is where your bases are and the drought side is where your opponent's
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bases are, well, I don't need to draw you a diagram, do I?
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Or maybe you sink the land connection between you and your opponent, providing it at a
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defense.
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Now there's also alien crossfire, because like with most games, there was an expansion
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to Alpha Centaurion, and it was called alien crossfire.
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It did of course bring in new tax and new buildings, but it also brought in new factions.
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Five of the new factions are human, and the most interesting of these is a water only
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faction called the pirates.
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They have bases on the ocean and can potentially control all of the ocean, which adds some
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interesting gameplay.
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The other two factions are alien factions, and the twist here is that they're not the
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least but interested in the human factions.
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They are trying to eliminate each other, and the humans are just caught in the crossfire,
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hence the name of the expansion.
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Now along with this we get some new secret projects.
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Secret projects in Alpha Centaurion are the analog of the wonders in Siv, and a couple
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of new victory conditions.
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Personally, I prefer to stick with the original, but it's nice to have options.
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In terms of the gameplay, this is really a Siv type game, so most of the mechanics are
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the same as Siv 2.
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You build your first base when you land on the planet, and then you need to decide what
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to do next.
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Do you build another colony pod to expand right away, or build units to defend?
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What do you want to research?
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This is different from Siv 2, because instead of having the same text available to everyone,
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you have to choose the direction your research will take.
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Now in Siv 2 it didn't really matter which Siv you decided to be, they all played pretty
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much the same, and at all of the same technologies available.
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In Alpha Centaurion, there may be text you never research, though you might be able to trade
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for them with another faction.
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In Alpha Centaurion, it very much matters which faction you are, since you need to adopt
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a strategy that fits with the faction.
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Again, this does start to become important in future Siv games as well.
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Where can you buy it?
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They are available for purchase, so I like to buy my games whenever possible for the
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same reason I like to support open source projects I use.
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For older games, the price is usually minimal, and if the developers see that they can keep
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getting sales and encourages them to make more games.
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Now good old games is a site I have purchased games from, and you can purchase Sid Meier's
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Alpha Centauri Planetary Pack, which contains both Alpha Centauri and Alien Crossfire from
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good old games, and you can buy it for $5.99.
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Like I said, this is really minimal.
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Unfortunately, it is not available on Steam.
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Myabandonware.com has Alpha Centauri, but not the Alien Crossfire expansion as far as
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I can tell, and PlayClassic.Games does not have either of them.
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So I would recommend finding $5.99 in your wallet and buying the Planetary Pack at good old
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games.
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And I'm going to say right now, I don't think you'll regret it if you have any interest
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in these kind of forex strategy games.
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So this is Huka for Hacker Public Radio, signing off, and is always encouraging you to
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support free software.
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Bye bye.
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You have been listening to Hacker Public Radio, and 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, you click on our contribute link to find out
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how easy it really is.
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Hosting for HBR has been kindly provided by Anonsthost.com, the Internet Archive and
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R-Sync.net.
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On the Sadois status, today's show is released under Creative Commons, Attribution, 4.0 International
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