206 lines
12 KiB
Plaintext
206 lines
12 KiB
Plaintext
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Episode: 4070
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Title: HPR4070: Civilization III
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4070/hpr4070.mp3
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Transcribed: 2025-10-25 19:15:40
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---
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This is Hacker Public Radio Episode 4,070 for Friday 8 March 2024.
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Today's show is entitled Civilization 3.
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It is part of the series' computer strategy games.
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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, we start our look at the next game in the Civilization franchise.
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Hello, this is Ahuka for Hacker Public Radio and I'm happy to be here for another exciting
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episode and our ongoing series on computer strategy games that I've played.
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And today I want to start a discussion of Civilization 3.
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Now, last time we wrapped up our look at Alpha Centauri and I made a claim that it represented
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one possible path to go forward after Civilization 2 and the other path was represented by Civilization
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3.
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Both games are excellent and still fun to play today, even if they're not the latest thing
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to hit gaming.
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I hope to give you an idea of how to play Civilization 3 and maybe make a case for why you should
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give it a try.
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First a little history.
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In the year 2000, Brian Reynolds left for access to found big huge games where he developed
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a game called Rise of Nations.
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Well, it's good for him, but that means he has now left the story as far as Siv is concerned,
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Rise of Nations was a pretty good game too.
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But the mantle for Project Leader for Siv 3 really fell mostly to the Foraxis CEO Jeff
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Briggs.
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Now Jeff Briggs got his start creating music for the MicroPros games, but he moved
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in the game design.
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Now assisting Briggs on this project was the game programmer, Soren Johnson.
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One of the things we see with this story of MicroPros in Foraxis is that many people participate
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in creating these games, not just to people to get top line credit.
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As before, Foraxis functioned as a game design studio.
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The production, distribution, marketing, etc. was handled by a company called InfoGrames,
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which had acquired the rights to the civilization name for computer gaming.
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Now as always, some things remain the same.
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It is still a turn-based game.
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You still will start with a nomadic tribe settling down in the year 4000 BC.
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You still have to decide whether to expand or defend, and you still need to start researching
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technologies.
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It's the one third that never changes in Siv, but other things do change.
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For instance, in previous Sivs, building a settler in a city reduces the population by
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one, representing the people added to the settler group.
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But in Siv 3, it reduces the population by two, which makes it more difficult to crank
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out masses of settlers.
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This may be a deliberate attempt to inhibit a strategy that many people, including me,
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used in Siv 1 and Siv 2, to just expand all of the AI players by cranking out settlers.
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In fact, I remember a game in the Siv 1 where I would just settle a city and build one
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defensive unit then build a settler.
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And that one would go out and settle the city and build one defensive unit and then send
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out a settler, and it was done as like a grid pattern.
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And it was very successful, but it's also pretty mechanical.
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So taking that out maybe gives you a chance to experiment with some more interesting approaches
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to play the game.
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In any case, definitely reducing the population by two when you build a settler does slow down
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your expansion in the early game.
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And as we saw with Alpha Centauri, one of the new developments is that each Siv in the
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game has unique features.
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Each Siv has their own special abilities and their own special units.
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For instance, the Japanese Siv has the samurai in place of the knight.
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Well Rome's unique unit is the legionary which replaces the swordsman.
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The unique units are a bit stronger than the units they replace.
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You can see a list of the unique units in the civilization fandom site, and I've put
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a link in the show notes for all of these references.
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Now, each Siv has their own unique unit and it is a somewhat stronger unit.
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So that's basically what that's about.
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Each Siv in the game also has strengths that give it advantages.
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A complete list of the strengths can be found again at the civilization fandom site.
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For instance, one of the best is agricultural because it means you produce more food and
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more food means more population, particularly in the early game.
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And because a settler takes away two population from a town or city, you have to get size three
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before popping out a settler.
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If you produce more food, you'll get the size three much quicker and get the jump on
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Siv's that don't have this strength when it comes to settling land and establishing
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towns and cities.
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These traits also can affect the production of buildings.
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For instance, a religious Siv can produce temples more cheaply, while a militaristic one
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produces barracks more cheaply.
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And building wonders that match the traits of a Siv can trigger a 20-term golden age
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once and only once for each Siv.
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This is all explained at the civilization fandom site.
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What's a golden age for that 20-term period, you're stronger, your research goes faster,
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you pull in more money, you can see this all explained in the Siv fandom site.
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Now, each Siv also starts with two texts already researched, and that can boost certain
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strategies in the early game.
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These are all early game texts, but if you have them already researched, you could
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use them right away instead of waiting until the research has been done.
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For example, the Americans get pottery and masonry, while the Germans get warrior code and
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bronze working.
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You can see the list of different Siv's and their unique units, strengths, and starting
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texts on the civilization fandom site once again, again all these links are in the show
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notes.
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Now, I'll put it all together and it makes for a major change since Siv and Siv too.
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In those games, there really wasn't a big difference between the Siv's, and you could
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use pretty much the same strategy with any Siv and be successful.
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But in Siv 3, you want to consider all the aspects of a given Siv and develop the right
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strategy.
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For example, you would not want to pursue a production-oriented strategy with Germany because everything
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about Germany screams military.
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Its strengths are militaristic and scientific.
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Its starting technologies are warrior code and bronze working.
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But Americans would fit a production-oriented strategy very well.
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Their strengths are agricultural and expansionist, and their starting texts are pottery and masonry.
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So what the game is doing is making you consider what kind of victory path is suitable for
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the Siv you are playing as.
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Now if you let the game give you a random assignment, you would need to make a rapid adjustment
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when you start.
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Or you can decide to try a certain strategy and select a Siv to play that fits that style.
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But your choice of Siv is now very important to how the game is played.
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And this all connects to the map type you select.
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If you're on a Pangea map, then Pangea means one massive continent, maybe a few small
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islands, but most of the landmass is one big continent.
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Having Sivaring strengths is almost useless.
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But an archipelago map, which is one in which there's no large continents, just lots of
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islands, various sizes, then the Sivaring strength is absolutely essential.
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Now another major change is the role of culture in Siv 3.
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In Siv 2, cities had a fixed size, and borders didn't really exist except by inference.
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In Siv 3, each city has a border, and the border expands outward, taking in more territory
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as the city develops its culture.
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Even as you add cities in their boundaries expand, they merge into a single border.
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So obtaining culture to expand becomes important.
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Now you do this by building certain buildings and wonders that give you culture.
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Buildings include the Cathedral, Coliseum, Library, Palace, Research Lab, Temple, and University.
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Now the palace is rather special.
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You only have one palace, but when you start the game and you try in 4000 BC settles your
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first city, that's where the palace is at that point.
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But you can build a palace in another city to move your capital, or if someone conquers
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your capital, you might want to build one to get a new capital going.
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How wonders are another thing to look at wonders all give you culture, but the amount varies.
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Even the Pentagon gives you one additional culture.
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And culture not only defines borders and limits your expansion, it can also cause cities
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to flip from allegiance to one Siv to a different one.
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So prioritizing the building of military units over other things can cause problems since
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military units do not provide culture.
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Now culture can help keep your people happy and make it less likely that your cities
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will flip, perhaps even let you flip someone else's city.
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And you generate culture points every turn from buildings and wonders, and these accumulate
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over the course of the game.
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Now another way to keep your citizens happy is with luxury resources, like incense, dyes,
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and furs.
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Having any of these in your empire can make your citizens happy, but you only get this
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effect from the first unit.
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So if you have two units of dyes, as an example, you should look for a chance to trade the
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second one away with another Siv, and maybe get some gold or other resources in exchange.
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So that trading thing is another big advance.
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Another significant change in Siv 3 has to do with settlers and workers.
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Now in Siv and Siv 2, settlers not only created new cities and towns, they also built roads,
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mines, irrigation, etc.
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In Siv 3, these functions were split.
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Settlers only build cities and towns, they don't do anything else.
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A new unit, the worker unit, now is the one that can build these improvements.
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On Siv 2, if you built a settler unit, you could use it as a worker, but as soon as you
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used it to create a new town, you no longer had that worker.
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It had transformed.
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In Siv 3, you can create workers and use them throughout the game, and you need to.
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Irrigation provides increased food, which can help grow your population.
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Roads provide quicker movement between points and increase your commerce revenue, and mines
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can provide additional resources to help your production.
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Now, what about the victory conditions?
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There's a detailed discussion of this at the Siv fanatics website, link in the show notes,
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but the summary is you can get a domination victory.
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And for that, you need to control two thirds of the land surface and two thirds of the
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civilian population, so you have to satisfy both of those conditions.
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That's domination.
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Diplomatic victory.
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You can win an election in the United Nations, so that's a whole new wrinkle.
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You can get a culture victory.
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Basically, this means a mass more culture points than anyone else.
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This can be done in several ways, but it's a little more in the weeds than I want to
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get in this overview.
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There's the usual science victory or space victory.
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Be the first to launch a spaceship to Alpha Centauri.
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Now, the difference here is that being the first to launch gives you the victory.
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In Siv 2, you needed to be the first to land your ship.
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The reason that mattered is that if you had launched your ship and it was going to take
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20 turns to get there, one of your enemies could say, well, I'll just capture your capital.
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And that'll destroy your spaceship, just because that's the way the game mechanic worked.
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In Siv 3, that's not an issue anymore.
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You can get a conquest victory, and that's the same as it's always been, just wipe out
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everyone else.
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And then there's a histographic victory, which is essentially who has the highest score.
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It's only used if no other victory has happened, so think of it as kind of a tiebreaker if
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no one has managed to achieve any of the other victories.
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Now there were expansions, so play the world was published in 2002 and added multiplayer
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to the game, as well as a few additional Sivs and units.
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Sivs was published in 2003 and added nine more historical scenarios, such as World War
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2 and the Pacific.
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Some of these scenarios added new government types as well.
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Now, how do you obtain this?
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Siv 3 is no longer in print, but you can still obtain it in a variety of ways.
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First you can buy it used at the usual places, such as eBay and Amazon.
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Then you can get it at good old games.
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They offer the Siv 3 complete version, which includes both expansions for $5.99.
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Steam has the complete version for $4.99, so you can get a great game for very little
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money.
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Now personally I have a lot of games on Steam, I recognize it is not for everyone, but
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for me it seems to work pretty well.
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So I'm going to put a few links to additional information in the show notes, and now I'm
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going to sign off.
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This is Ahuka for Hacker Public Radio, and as always encouraging everyone to support
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FreeSoftware.
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Bye-bye.
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