Initial commit: HPR Knowledge Base MCP Server
- MCP server with stdio transport for local use - Search episodes, transcripts, hosts, and series - 4,511 episodes with metadata and transcripts - Data loader with in-memory JSON storage 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
209
hpr_transcripts/hpr3840.txt
Normal file
209
hpr_transcripts/hpr3840.txt
Normal file
@@ -0,0 +1,209 @@
|
||||
Episode: 3840
|
||||
Title: HPR3840: Playing the Original Civilization
|
||||
Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3840/hpr3840.mp3
|
||||
Transcribed: 2025-10-25 06:21:41
|
||||
|
||||
---
|
||||
|
||||
This is Hacker Public Radio Episode 3840 for Friday the 21st of April 2023.
|
||||
Today's show is entitled, Playing the Original Civilization.
|
||||
It is hosted by Ahukah and is about 15 minutes long.
|
||||
It carries a clean flag.
|
||||
The summary is, hence on playing the game, that started it all.
|
||||
Hello, this is Ahukah for Hacker Public Radio and I am welcoming everyone in the sound
|
||||
of my voice and what I want to do now is I want to continue on talking about games.
|
||||
I am going to continue with the original civilization.
|
||||
What I want to do is give some hints about playing it, if you were interested in perhaps
|
||||
doing that.
|
||||
As I said, the original civilization looks pretty primitive these days, but the basics
|
||||
of the gameplay were there, really from the beginning, which is why it is regarded as
|
||||
one of the all-time great games and founded a dynasty that goes on to this day.
|
||||
This is not going to be an in-depth guide to playing this game.
|
||||
Now, there is a civilization wiki that has a good in-depth guide.
|
||||
I have a link in the show notes if you want to dive in, but there are some principles
|
||||
worth bringing up, many of which continue to be useful through later versions of Siv.
|
||||
First is the end of turn.
|
||||
Siv is a turn-based game, which means that the action takes place into discrete turns.
|
||||
I just turn-based work better for this game than so-called real-time.
|
||||
I think it's because I encourage you to think about what you're doing.
|
||||
That can even extend to micromanaging, which is how you become an expert.
|
||||
It doesn't mean you're forced to do it, however.
|
||||
It's your game, and you can do it any way you like.
|
||||
Sid Meier says that the major lesson he has learned in creating games is that it's
|
||||
the player who should be having the fun, not the developer.
|
||||
But one thing I always do is make sure my game will stop at the end of the turn and make
|
||||
me end it by pressing a button.
|
||||
I always do that because I may want to take some additional actions, such as modify my
|
||||
build cues in some of my cities, or engage in some diplomacy, or some trading, or what
|
||||
have you.
|
||||
Now, in my version, and this is the original set, it's part of the Civilization Chronicles
|
||||
box set, it's the Windows version, you go to File, then Options, and then click on End
|
||||
of Turn to turn this on.
|
||||
Now, if you have a different version, you might need to look for the option, but it should
|
||||
be there for all Civ games.
|
||||
Now, the next principle that you want to get up to speed on is that in the early versions
|
||||
of Civ, in particular, the key unit is the city, not the Empire, or to put it another
|
||||
way, and Empire is nothing more than a group of cities.
|
||||
Everything happens in cities and in a fairly simple way.
|
||||
Buildings are located in cities, and there is no limit to how many buildings you can build
|
||||
other than your money and resources.
|
||||
Each city has a production potential, shown as the number of shields it has available.
|
||||
Now, shields is the visual cue for this in the early Civ.
|
||||
Later on, it becomes hammers, and you know, there's a variety of ways of displaying it,
|
||||
but it's basically in Civ 1, each shield is equal to one unit of production.
|
||||
So a city with lots of shields available can build buildings faster than a city with
|
||||
only a few.
|
||||
You cannot transfer production from one city to another except in two cases.
|
||||
You can build a caravan.
|
||||
Now, caravans are useful for creating trade routes, but you can also use the caravan to
|
||||
add shields to a wonder of the world's project.
|
||||
This was a nice trick in the original Civ and in Civ 2, it was eliminated in Civ 3.
|
||||
The other way is by building a unit in one city, moving it to another, then deleting
|
||||
the unit there.
|
||||
Some part of the shields it took to build the unit will be added to your production,
|
||||
but this is a very wasteful way to transfer production.
|
||||
I really only do it when I am demobilizing after a war to save support costs, and then
|
||||
what I'll do is I'll make sure I'll move my units into cities that can use the additional
|
||||
production and demobilize them there.
|
||||
Now related to the idea of the city being the principal unit is that there is no real
|
||||
concept of national territory in Civ 1.
|
||||
You can march a unit right up next to someone's city, park it there, and they may not do anything
|
||||
depending on the state of your relationship with them.
|
||||
If you're at war or hostile, they may attack the unit, but not always.
|
||||
They may hope you will attack them and lose if they have fortified units behind city walls.
|
||||
Every unit has to be built in a city, so building a large army requires more cities, and
|
||||
every unit has to be supported by a city.
|
||||
Normally this would be the city that created it, but there are limits.
|
||||
Units need support in the form of production, i.e. shields.
|
||||
If they're settlers, they also need food.
|
||||
If you run out of the needed resource, you would get a message that the city can no longer
|
||||
support the unit, and it has been disbanded.
|
||||
One way to avoid this is to re-home the unit to another city.
|
||||
Just move the unit to a new city, and when it is inside, press the H button, and now this
|
||||
new city will take over the support duties.
|
||||
Military units have three numbers that define them.
|
||||
Your first unit is a militia unit you create shortly after settling your first city, and
|
||||
it is listed as 1,1,1.
|
||||
The first number is your attack strength.
|
||||
The second is your defense, strength, and the third is your movement.
|
||||
This is not a powerhouse unit, obviously, but in 4,000 BC, you're not likely to run
|
||||
into anything stronger.
|
||||
I generally build three militia units right away.
|
||||
One is to keep at home for defense, the other two are set out to explore.
|
||||
You want to know what territory is around you, plan on sites for new cities, and most
|
||||
important, seek out the goody huts.
|
||||
These actually have other names and different versions of SIF, but everyone always calls them
|
||||
goody huts.
|
||||
You may get 50 gold from visiting one, or discover scrolls of ancient wisdom that reveal
|
||||
attack.
|
||||
Best of all, you may find an advanced tribe that instantly creates a city to join your
|
||||
civilization.
|
||||
But there is a potential problem in both SIF and SIF, when you explore a goody huts,
|
||||
you may awaken a bunch of barbarians, frequently they're weak enough to not be a real danger,
|
||||
so it's usually a risk worth taking.
|
||||
These first units can become a bit better if they become veteran.
|
||||
You become veteran by being built in a city with barracks, or you have a chance of getting
|
||||
promoted if you win a battle.
|
||||
Now veteran units are 50% stronger on attack and defense.
|
||||
Now you can get the ability to build stronger units through researching technologies.
|
||||
For instance, a good early defensive unit is the phalanx, which has the numbers 1, 2,
|
||||
1.
|
||||
Attack strength is only 1, but defense strength is 2, so defense twice as well as a militia
|
||||
unit.
|
||||
And that's unlocked when you research bronze working.
|
||||
Now barracks are a good way to build veteran units which are stronger, but there's a catch.
|
||||
There are two texts that wipe out your existing barracks, and they are gunpowder and combustion.
|
||||
Gunpowder unlocks building musketsmen, and combustion unlocks building tanks.
|
||||
They make all of your barracks obsolete, and they are removed from the game.
|
||||
So expert sift players know that the minute they start researching one of these technologies,
|
||||
they should go through all their cities and sell their barracks for 40 gold a piece.
|
||||
Now in sift 2, they made a friendly change to have the game sell them all for you and
|
||||
save you the bother.
|
||||
Now to money, IE gold, as it's all I referred to.
|
||||
Now this can get confusing because we use gold to refer to the generic money, but gold
|
||||
itself can also be a resource in versions of sift.
|
||||
But Sid Meier himself has said the key to winning siv is to focus on the money.
|
||||
Now you get money in several ways.
|
||||
It's produced by trade that cities generate, and building roads helps to increase this.
|
||||
You can also develop trade routes when you've unlocked the technology for trade, and you
|
||||
do that by building caravans and sending them to other cities.
|
||||
You get a small amount of gold when the route is established, and then a little bit each
|
||||
turn.
|
||||
Early on this isn't a lot, but the longer the route is around, the more gold it produces.
|
||||
You can also sell buildings to generate gold, though never enough to pay back all the
|
||||
production you put into them to begin with.
|
||||
And you can demand tribute from other sivs, though that depends on whether you are sufficiently
|
||||
stronger than them.
|
||||
And of course in the early game, goody huts are important for this.
|
||||
While it isn't a lot of gold they provide, it comes when gold is scarcest.
|
||||
This is important, because every building you build requires maintenance, which for
|
||||
early buildings is one gold per turn, but it goes up for the more sophisticated buildings
|
||||
of later eras.
|
||||
Run short of cash, and the buildings will get sold off to raise the money.
|
||||
Then there is how you allocate your revenue.
|
||||
It can be used to fund three things, your treasury, your science, and your luxuries.
|
||||
This is of course important, since you can't win without researching tax, and if you fall
|
||||
behind the AI, it can get pretty bad.
|
||||
Luxuries are important for keeping your people happy, because if they get unhappy, the city
|
||||
will revolt, and all production will cease.
|
||||
And if you don't restore happiness right away, your government will fall, and your whole
|
||||
empire will be an anarchy.
|
||||
So how you allocate the revenue matters.
|
||||
Finally, you can take a citizen in a city and remove them from production and create
|
||||
a specialist, and one of your options is tax collector.
|
||||
Now, having a full treasury makes a lot of things possible.
|
||||
For instance, you can use a diplomat unit to go into a foreign city and bribe it to revolt
|
||||
and join your empire.
|
||||
Obviously, this works best if you have a very full treasury.
|
||||
And you can buy units and buildings.
|
||||
In the original DOS version, there was a buy button in the production screen, but in
|
||||
the Windows version, you had to go to the city menu, where you would have a buy unit or
|
||||
buy improvement button, depending on what was in the production box.
|
||||
Finally, some tips on happiness.
|
||||
When you found a city, the citizens will tend to be happy, but as the city grows, some
|
||||
will be unhappy, and they will show as red on the city screen.
|
||||
The number of happy citizens you can have before unhappy ones show up decreases, as the
|
||||
difficulty level increases.
|
||||
Now you can increase the number of happy citizens in several ways.
|
||||
The first, you can build buildings that increase happiness.
|
||||
Civ uses religion in these early games.
|
||||
It changes in later versions of civs, but in the first civ and really civ too, religion
|
||||
is kind of the opiate of the masses in this respect.
|
||||
So you build a temple, later on a cathedral, it just makes your people happy.
|
||||
Colosseum is also helpful for happiness, but has higher maintenance and lower effects
|
||||
than a cathedral, so you would always choose the cathedral first.
|
||||
Another way to increase happiness is through building wonders.
|
||||
Hanging gardens, Shakespeare's theater, JS Box Cathedral, Michelangelo's chapel, women's
|
||||
suffrage and cure for cancers, are all wonders that either make more people happy or fewer
|
||||
people unhappy.
|
||||
And last of all, you can create a specialist called an entertainer to make more people happy.
|
||||
Now, if you look in the city screen where you see the squares that belong to your city,
|
||||
the ones with icons for trade, food and production are the ones being worked by your citizens.
|
||||
If you click on a square that is being worked, that citizen will then become an entertainer,
|
||||
and the icon for that looks like Elvis, kind of a running joke and civ over several versions.
|
||||
And that means that instead of productively producing food, et cetera, he is now entirely
|
||||
devoted to entertaining the others.
|
||||
So, to sum up what civilization does, and this applies to all versions really, it makes
|
||||
you balance many competing needs.
|
||||
You need to have a military to defend yourself, but you also need to do scientific research
|
||||
and build buildings to improve your cities.
|
||||
You need to keep people happy and also make sure that your treasure is full.
|
||||
You need to explore the map, because unexplored areas are where barbarians are likely to come
|
||||
from.
|
||||
But the funny thing about all that, I found out my copy of Civ 1 to refresh my memory
|
||||
in some details, since it had been some time since I played it, and the next thing I knew
|
||||
several hours had gone by.
|
||||
So even though the first version is pretty unsophisticated, in comparison to later versions,
|
||||
I'd mostly play Civ 6 now.
|
||||
It still has that addicting quality that makes you play one more turn.
|
||||
So, this is Ahuka for Hacker Public Radio, signing off and encouraging you as always
|
||||
to support free software.
|
||||
Bye-bye.
|
||||
You have been listening to Hacker Public Radio at HackerPublicRadio.org.
|
||||
Today's show was contributed by a HPR listener like yourself.
|
||||
If you ever thought of recording a podcast, you click on our contribute link to find out
|
||||
how easy it really is.
|
||||
Hosting for HPR has been kindly provided by an honesthost.com, the internet archive and
|
||||
rsync.net.
|
||||
On the Sadois status, today's show is released under Creative Commons, Attribution 4.0 International
|
||||
License.
|
||||
Reference in New Issue
Block a user