206 lines
12 KiB
Plaintext
206 lines
12 KiB
Plaintext
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Episode: 3860
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Title: HPR3860: Civilization II
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3860/hpr3860.mp3
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Transcribed: 2025-10-25 06:48:55
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---
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This is Hacker Public Radio Episode 3860 for Friday the 19th of May 2023.
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Today's show is entitled Civilization 2.
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It is hosted by Ahukar and is about 15 minutes long.
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It carries a clean flag.
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The summary is, a game I spent the most time on Civilization 2.
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Hello, this is Ahukar, welcoming you to Hacker Public Radio and another exciting episode
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in the series on gaming that I have started and in this I want to take us to the next
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version of Civ, which is referred to as Civilization 2.
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Now, the story behind this one in the mid-90s, Doss was already becoming pretty ancient.
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And Civilization had been extremely successful, so a new version was created to take the
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franchise forward and that was in 1996.
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And 2 was designed to run on Windows 95, so it can take advantage of more resources,
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making for improvements in gameplay and in appearance.
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Also a new lead developer made his appearance, a fellow named Brian Reynolds.
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Now, although Sid Meier's name is plastered all over the game's company makes, the
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fact is that it has a lot more to do with being a marketable brand than a statement of
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authorship.
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So I don't think of these like a series of books that have a single author.
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I think of them more like a TV series like Doctor Who, where the actors, writers, directors
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and producers change continually.
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Sid was the lead developer for the very first version of Civilization, but since then
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he has simply maintained some oversight, without being involved in nitty-gritty of producing
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the games.
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Each iteration of Civ has brought in a new lead developer.
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Now, Brian Reynolds was a developer at MicroPros, the original studio that Sid Meier's helped
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found with Bill Steeley, and had worked on previous titles there, such as Sid Meier's
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colonization.
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Following his work on Civ 2, he was also the lead designer on Sid Meier's Alpha Centauri,
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which we will discuss.
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He left the company to become the CEO of Big Huge Games, where he created a game called
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Rise of Nations.
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So, I'd say he's pretty successful.
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Now, on Paper Civ 2 is not all that different from the original civilization, and yet it
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hooked me badly.
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I spent so many hours playing Civ 2 that I'll never get back, but I had fun along the
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way, and I still enjoy playing it 25 years later.
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In true story, it will no longer, the last version of Windows that it would run on was
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Windows XP.
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Well, I had a copy, and I no longer had Windows XP, what was I going to do?
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My wife had an old laptop that had Windows XP, and I've kept the laptop.
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Now, actually, I could play it on my regular computer now, because it's in the civilization
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chronicles, but I still kept the laptop, because, you know, it's something I can take with
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me.
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Anyway, Sid Meier says that he has a rule for new versions of Civ, which is one third
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should stay the same.
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One third should simply refine what was there before, and one third should be new things.
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Now, what are some of the things he said will never change?
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First, Civ will always be turn-based.
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Now, interestingly, the very first version Civ wrote was real time, but he said it never
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really worked right until he changed it to turn-based.
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And all subsequent versions of Civ have kept the turn-based feature.
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In fact, the phrase one more turn has become a featured part of the marketing.
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Now, back when I played it in my younger days, I often witnessed the sun rising as a result.
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Even now, I might think I will stop after this turn and make dinner, then realize 45 minutes
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later, I still haven't stopped.
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Multiple paths to victory.
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Now, in early versions, there were only two paths.
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It was either a science victory by landing your starship on Alpha Centauri with colonists
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or conquer everyone.
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Civ 2 maintains that when we get into further versions of Civ, and we're going to talk about
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all of them, we start seeing other ways to get to victory, and that's part of the development.
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Another thing, global warming, slash pollution, slash climate change.
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This shows up in every game, though the mechanics might be different.
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But there's something in there that just says, you know, you can't just produce, produce,
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produce, and not think about the consequences.
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Civ will always have a tech tree, and every version of Civ has a tech tree, you must navigate
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to research technologies and to make advancement.
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Now some of the changes were the refinements.
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A few items got small changes, like the pyramids, which is an ancient wonder.
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Now giving you a free granary in every city, or the Legion unit, getting stronger but
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also a little more expensive.
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A new difficulty level was added, the deity level, which made for even more of a challenge
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for the player.
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The number of Civs in the game increased from 14 to 21, and the number of wonders increased
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from 21 to 28.
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An interesting addition was the introduction of a new government called fundamentalism,
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which could be pretty powerful for a military victory, but less useful for a science victory.
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And another new introduction was scenarios that came included with the game, one for
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Rome, and another for World War II.
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Now Civ I had diplomats, but Civ II added spies, and a new metric for a reputation meant
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that your past actions would influence how other Civs would interact with you.
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In fact, the diplomacy aspect in general was beefed up deliberately to make peaceful strategies
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more successful, including making alliances.
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And if you were at peace with a neighbor, they could demand that you withdraw your units
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from their territory.
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But if war was in the cards, that was improved as well.
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Units now had hit points, which made combat more tactically interesting, and pretty much eliminated
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the rare, but possible in Civ, event of a spearman defeating a battleship.
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And this made the era of the unit was from more important as well.
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In the early game, a phalanx was a great defensive unit for your game, but you needed to upgrade
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your military as time went on, going to pikemen for defense in the medieval era, and onto
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mechanized infantry in the modern era.
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But the most noticeable change was in the graphics.
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Instead of dosque graphics, you had something a little easier on the eyes.
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The top-down flat view of Civ 1 was replaced with a kind of a three-dimensional isometric
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view, and all of the units got new graphics.
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The wonders all got movies explaining their significance, and a new high council was created
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to provide advice to the player, although the advice was mostly of use to newer players
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after a while I just ignored its existence.
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When high council you have various advisors who are actors filmed in costumes giving you
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advice in their area.
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There's a science advisor, a military advisor, an economics advisor, a diplomacy advisor,
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and a happiness advisor.
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Now the last requires a little explanation.
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In Civ, keeping your citizens happy matters since they get unhappy they can revolt and bring
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down your empire.
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This is one of the things that continues to be true through following versions of Civ,
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even though the mechanics of it might change.
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Think about the council.
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Basically your science advisor is always going to tell you you need to spend more on science.
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Your military advisor is always going to tell you you need to build more units and so
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on.
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So, after a while it really doesn't make any sense to pay attention to them unless you
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enjoy watching the movies.
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The biggest advance came from the scenarios.
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This was the start of the modding community around this game, as players could create
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their own scenarios and share them around.
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Modding has only increased in popularity and is actively encouraged by the developers
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since it only increases interest in the game.
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In fact, serious modding really takes off with Civ 4, which we'll talk about sometime
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later.
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These days when a game is popular, developers will release what is referred to as DLC.
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In other words, downloadable content as expansions and they can be free or be sold as the developer
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wishes.
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But back when Civ 2 was released, we didn't have Steam, we didn't have a developed internet,
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so expansions came in the form of CDs available for purchase.
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And Civ 2 had a number of these.
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Civ 2 scenarios, conflicts and civilization.
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This had 20 added scenarios, 12 of which were created by the developers at MicroPose,
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and 8 by fans of the game, and it shipped with an enhanced macro language for building
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scenarios.
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Civ 2 fantastic worlds.
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This one had 19 additional scenarios of which 11 were by developers and 8 by fans of the
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game.
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Civ 2 multiplayer gold edition, usually abbreviated MGE.
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Now this added multiplayer, something that Civ never had before, but it had some problems
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and I never really cared to play against human players.
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My gaming was when I happened to have some free time to spend, and trying to coordinate
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with other players made no sense for me, so I never bought it.
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Civ 2 test of time, I played this a lot.
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At least as much, possibly more than the original Civ 2.
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The main thing this did was expand the game by adding Alpha Centauri.
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In Civ you always had the option of a science victory by being the first to land your
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colonists on Alpha Centauri.
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In this expansion, landing on Alpha Centauri did not end the game, there was an alien race
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on the planet, and it competed with other Civs all through the game.
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You could even play as the alien race, although it was never as interesting since you had
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no other Civs to interact with, until very late in the game, when one or more of the Earth
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Civs would land.
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It also introduced the feature of multiple maps, since you had two plans to keep track of,
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and there were ways when you develop the technology to move back and forth between the maps slash
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planets.
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There were some other minor changes in graphics, but in most respects it was Civ 2.
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It also shipped with a couple of scenarios that took advantage of the multiple maps capability,
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a fantasy scenario called the World of Midgard, and a science fiction scenario called the
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Universe's La Land 21185 gameplay.
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Once you've learned the relatively minor differences between Civ and Civ 2, the gameplay is really
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just the same.
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You begin to start out as a band of wandering nomads in 4000 BC.
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You settle down and found your first city, you build military units, buildings, and more
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settlers.
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Others are still the ones to create roads, irrigation, and mines.
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You still research technologies, you still try to win by either a science victory, i.e.
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landing on Alpha Centauri, or a military victory, i.e. wiping out everyone else.
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While it's not a print, you can possibly find the disks at places like eBay, but you
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have other options.
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Steam unfortunately does not have Civ 2, nor does good old games.
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How much is too bad, those are two of my favorite spots for these things.
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But you have other options.
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Play classic games has both Civ 2 and the two expansions, scenarios, and fantastic worlds,
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so you can play them online that way.
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Unfortunately they do not have test of time.
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Myabandonware.com, on the other hand, does have test of time in multiplayer Gold Edition.
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I found a site, there's a link in the show notes for this, where some enterprising person
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has packaged up the game for download, so you can run it on your computer pretty easily.
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And I've tested it on Windows 10 and it works.
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Now the original Civ 2 won't run on Windows 10, and the problem is that they use some funky
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video drivers that you needed way back in the day, but which you don't need now, but
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the game won't run without them, and they won't install on modern versions of Windows,
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so I guess I mentioned last time I have an old laptop that has Windows XP around, so
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I can play it when I want to.
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And I'll keep that old laptop, because when I'm on the road, online games and Steam
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are not convenient, but I can play my games using my CDs on this laptop.
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One tip is that Civ and Civ 2 play a lot more easily using the number pad to move units
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around, and since my laptop does not have a number pad, I bought a USB number pad that
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plugs into it and gives me that capability.
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So I've got a lot of links in the show notes that are going to help you to look into this
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a little bit more, but for now this is a hookah for HackerPublic Radio, signing off and
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encouraging you to support FreeSoftware.
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Bye bye.
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You have been listening to HackerPublic Radio, and HackerPublic 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, then 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 Sledoise status, today's show is released under Creative Commons, Attribution, 4.0,
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International License.
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