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:
199
hpr_transcripts/hpr4090.txt
Normal file
199
hpr_transcripts/hpr4090.txt
Normal file
@@ -0,0 +1,199 @@
|
||||
Episode: 4090
|
||||
Title: HPR4090: Playing Civilization III, Part 1
|
||||
Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4090/hpr4090.mp3
|
||||
Transcribed: 2025-10-25 19:29:58
|
||||
|
||||
---
|
||||
|
||||
This is Hacker Public Radio Episode 4,090 for Friday 5th of April 2024.
|
||||
Today's show is entitled, Playing Civilization 3 Part 1.
|
||||
It is part of the series' computer strategy games.
|
||||
It is the 300th show of aqua, and is about 15 minutes long.
|
||||
It carries a clean flag.
|
||||
As the summary is, we begin to look at the details of playing this game.
|
||||
Hello, this is Ahoca, welcoming you to Hacker Public Radio and another exciting episode
|
||||
in our ongoing series on strategy gaming, and I'm going to continue our look at Civilization
|
||||
3 by starting to dig into the details of how you play the game.
|
||||
Now, for the purposes of this discussion, I'm just going to say, I am using Civilization
|
||||
3 complete.
|
||||
This is an all-in-one edition that incorporates the two expansions, conquests, and play
|
||||
the world.
|
||||
This is readily available for multiple sources.
|
||||
Now, when you look at how humans settle in new lands, you see that one of the biggest
|
||||
issues is to look at the land and figure out what it is best used for.
|
||||
Now, I used to teach economic geography, and this was a determining factor in where people
|
||||
settled, access to water is necessary to irrigate crops, and you also need good farmland.
|
||||
So when you start thinking about early civilizations, you know, they're always on rivers, all right?
|
||||
The Tigris and Euphrates, the Nile, the Yellow River, and so on, the Ganges, all right?
|
||||
This is just basics, really.
|
||||
But you also need access to other resources, stone for building, timber, clay for making
|
||||
pots, and so on.
|
||||
Now, in Civilization 3, and indeed all of the Civilization games, it's also important
|
||||
to take a look at your resources.
|
||||
One of the biggest mistakes new players make is to ignore the land or fail to develop it
|
||||
properly.
|
||||
In Civilization 3 and later versions, this means building worker units and putting them
|
||||
to work, building roads, mines, and irrigation.
|
||||
Now, this is good, but you can do a better job with a little research into lands types
|
||||
in the game and what cities can handle.
|
||||
For research, a good starting point is the built-in documentation, which is called the
|
||||
Civilopedia, and you can access that while you're in the game.
|
||||
So it's very handy, it's generally accurate.
|
||||
Every once in a while, the Civilopedia tells you something that just isn't true.
|
||||
Sometimes this is because the programming changed along the way, and no one get around
|
||||
to updating the documentation.
|
||||
If you think you've run across something like this, you can check one of the fan sites,
|
||||
like Civ fanatics or a polyton.
|
||||
If the documentation got it wrong, these sites will most likely have the right information.
|
||||
Now, the first point is that in all Civilization games, it is cities that produce things, and
|
||||
it is cities that work the land with the population each city has available.
|
||||
Don't be fooled by national borders that arise as your culture grows.
|
||||
Your borders may well include tiles that no city can work because the tiles are not within
|
||||
the area of any city.
|
||||
Cities in Civilization III can work an area that looks like a letter X that is somewhat
|
||||
distorted because of the isometric view of the map.
|
||||
The tiles are all squares as they were in the first two games, and would be again in Civilization
|
||||
IV.
|
||||
It is with Civilization V that they switched to hexagons in place of squares.
|
||||
When you settle a city, that square sits at the center.
|
||||
Then around that square, you can place eight more squares, one at each side and one at
|
||||
each corner.
|
||||
You now have nine squares in a three by three pattern.
|
||||
Then extend each side by one square, adding three squares to each side, but not adding anything
|
||||
at the corners.
|
||||
You now have the cross shape, and I will use the terminology of Synth players and call
|
||||
it the Big Fat Cross abbreviated the BFC, which totals 21 squares.
|
||||
Make sure you learn this.
|
||||
It is key.
|
||||
No city can work a tile that is not in its own BFC.
|
||||
Second, it takes one citizen to work a square.
|
||||
So if you have a city with a population of three, only a maximum of three squares can
|
||||
be worked.
|
||||
Now you want to develop your squares to increase their productivity.
|
||||
First, every citizen in your city requires two food just to stay alive.
|
||||
If you can produce more than two food per citizen, the excess will accumulate in your food
|
||||
box until you have enough to add another citizen.
|
||||
Then that citizen will require two food, but will be available to work another tile.
|
||||
If however you produce less food than two per citizen, the difference will be drawn out
|
||||
of the food box, and if it gets empty, you lose a citizen, death by starvation.
|
||||
So we have a simple Malthusian model going here.
|
||||
Now when you settle a city, if you pick a good spot, you may have one or two tiles that
|
||||
already produce two or even three food.
|
||||
But in general to increase food production, you need to build irrigation, which is done
|
||||
with your worker units and requires adjacency to fresh water or to another irrigated tile.
|
||||
But to build units like workers, you need production, which is shown as shields, and
|
||||
that comes from building mines.
|
||||
Another action that workers can undertake.
|
||||
You can increase the productivity of your city by building certain buildings, but buildings
|
||||
require gold to maintain them.
|
||||
And one of the best sources of gold is tiles with roads on them, where the gold represents
|
||||
the trade that can occur with roads.
|
||||
So barring any special resource, you have three things that a tile can contribute.
|
||||
Production and gold.
|
||||
And your worker units can increase the amount each tile contributes by building irrigation,
|
||||
mines and roads.
|
||||
So this is your starting point.
|
||||
You want to identify the best tiles in the BFC of your city.
|
||||
Make sure your citizens are working those tiles, and improve them as necessary to increase
|
||||
their contribution by using your worker units.
|
||||
Now as for the different tile types and their yields, there is a nice and concise summary
|
||||
at strategy wiki, I've put a link in the show notes for the terrain tile types.
|
||||
And since they each have a distinct appearance, you can quickly pick them up.
|
||||
But note that you can right click on any tile and get a pop-up window that will tell you
|
||||
what kind of tile it is and what the yields are.
|
||||
In civilization three, any tile within your city can be made to produce something, often
|
||||
several things, just by putting someone to work on it.
|
||||
And you can increase the yields by developing the tile with one of your worker units.
|
||||
So if you have a hill tile, it will produce one food and one shield, if a citizen is placed
|
||||
on it.
|
||||
But you can develop it by building a mine and that adds two shields to the yield.
|
||||
Now building a mine is the only thing you can do with hills, you cannot build irrigation
|
||||
on them.
|
||||
Another possible way to add production is to develop a mountain tile.
|
||||
They do not produce any food at all and cannot be irrigated, but they will produce one
|
||||
shield if a citizen is placed there, and building a mine also adds two more shields.
|
||||
So these tiles can be summed up as hills, one food and one shield if they are undeveloped,
|
||||
one food and three shields if they have a mine.
|
||||
Mountains, one shield if they are undeveloped, three shields with a mine.
|
||||
So if you had both of those tiles in the BFC of your city, which one would you choose
|
||||
to put to work?
|
||||
Obviously the hill style is better by producing one food, so that would be the preference.
|
||||
Now also note that you cannot have both mines and irrigation on the same tile, building
|
||||
one will remove the other.
|
||||
Now if you open your city screen by clicking on the city, you can see where your citizens
|
||||
are assigned, because there will be icons of the yield on the square being worked.
|
||||
If you click on that square while in the city screen, that worker will be removed from
|
||||
work and turned into an entertainer.
|
||||
Now this is something you want to avoid in most circumstances.
|
||||
You want to keep your citizens productively working if at all possible.
|
||||
Now three more tiles you will frequently encounter are planes.
|
||||
A plane will produce one food and one shield if undeveloped, or two food and a shield
|
||||
if irrigated, or one food and two shields if mined.
|
||||
Grasslands will produce at least two food and possibly one shield undeveloped.
|
||||
And grasslands will do that and others won't.
|
||||
You will get an additional food if you irrigate that tile or an additional shield if you
|
||||
mined it.
|
||||
Now forests will produce one food and two shields undeveloped, but there really isn't
|
||||
anything you can do to develop a forest, so it's just one food and two shields.
|
||||
Now back to the grasslands, we said some of them produce shields.
|
||||
Now these are what are called bonus tiles and you can usually tell because there will
|
||||
be a little white dot in the center of the tile, but again as with all tiles you can
|
||||
right click on the tile and read out the yields on the pop up to be sure.
|
||||
If you put a mine on one of the bonus grassland tiles, you will get an additional shield
|
||||
for a total of two shields.
|
||||
Or you can irrigate it to get a total of three food and if it is a bonus tile you will
|
||||
get one shield as well.
|
||||
So those bonus tiles are the best ones you can have, ignoring special resource tiles because
|
||||
you can get a total yield of four combining food and shields from the one tile.
|
||||
And in the early game that is very important and is the early game that will make or break
|
||||
your outcome.
|
||||
You need to carefully guide your sieve in the early turns to get on a winning bath.
|
||||
Now there are some other tiles that you may encounter.
|
||||
Coast tiles, those will produce one food but if you build a harbour they will produce
|
||||
an additional food.
|
||||
Now coast tiles are not land, they are the shallow water tiles along your coast.
|
||||
And those are distinct from ocean.
|
||||
And generally the difference is that ocean tiles are very dark and coast tiles are a little
|
||||
lighter in color.
|
||||
Desert tiles, going to be some of those, if undeveloped we will produce one shield.
|
||||
You can put irrigation on it and it will give you one food and one shield or you can
|
||||
mine it and get two shields.
|
||||
Remember that is either or with mining and irrigation you can do one or the other.
|
||||
You can't do both.
|
||||
Flood plains, those will produce three food but zero shields if undeveloped.
|
||||
If you irrigate a flood plain tile you can get four food or you can put a mine on it
|
||||
and get one shield in addition to the three food.
|
||||
Now the flood plains should be very desirable.
|
||||
Now the one thing about it is that there is a chance that flood plains will produce
|
||||
a disease outbreak.
|
||||
So you don't want to go crazy with it but those do produce the most food so that's worth
|
||||
noting.
|
||||
Food is very important.
|
||||
Now jungle tiles will produce one food and that's about it.
|
||||
You can't develop them any further.
|
||||
Some tiles are similar to coast.
|
||||
You can get one food from them and then if you build a harbor you get one additional food.
|
||||
Then there are sea tiles that are, again similar, these, they, one food and additional food
|
||||
with the harbor and finally tundra tiles will produce one food undeveloped but if you
|
||||
put a mine there you can get an additional shield.
|
||||
So some explanations as we noted forest and jungle tiles cannot be developed.
|
||||
However you can clear those tiles with your worker.
|
||||
Forest when cleared will produce whatever is under the forest, often grassland but sometimes
|
||||
plains or tundra.
|
||||
And jungle will typically clear into plains and there are the three water tiles.
|
||||
Coast is water tile adjacent to land.
|
||||
Sea is a somewhat shallower water tile and ocean is the deep water tile and you can distinguish
|
||||
them by the colors.
|
||||
Sea is lighter blue than ocean.
|
||||
So I think that's enough for this particular episode.
|
||||
This is Huka for Hacker Public Radio signing off and is always encouraging you to support
|
||||
free software.
|
||||
Bye bye.
|
||||
You have been listening to Hacker Public Radio at Hacker Public Radio does a walk.
|
||||
Today's show was contributed by a HBR listener like yourself.
|
||||
If you ever thought of recording a podcast and click on our contribute link to find out
|
||||
how easy it really is.
|
||||
Hosting for HBR has been kindly provided by an onsthost.com, the internet archive and
|
||||
our sings.net.
|
||||
On this otherwise stated today's show is released under Creative Commons Attribution 4.0 International
|
||||
License.
|
||||
Reference in New Issue
Block a user