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Episode: 4110
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Title: HPR4110: Playing Civilization III, Part 2
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4110/hpr4110.mp3
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Transcribed: 2025-10-25 19:42:20
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---
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This is Hacker Public Radio episode 4,110 for Friday the 3rd of May 2024.
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Today's show is entitled, Playing Civilization 3 Part 2.
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It is part of the series' computer strategy games.
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It is hosted by Avocad, and is about 15 minutes long.
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It carries a clean flag.
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The summary is, we continue to look at the details of playing this game.
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Hello, this is Ahuka for Hacker Public Radio, and inviting you to join me in another
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exciting episode in the series I've been doing on strategy games, and continuing our
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look at Civilization 3.
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So I want to start with today is the early game, and this is the first 100 turns or so.
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And if you want to be successful in playing Civilization 3, mastering the early game is really
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important.
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This is where attention to detail can really pay off.
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After this early sequence, you start off with a settler unit, and one or two other units
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depending on your civilization type.
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Expansionist SIVs would start with an explorer, for instance, while all SIVs start with
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a worker.
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You may want to look around and see if the tell you're on is the best place for a city.
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Now my own rule is that unless I see a clearly better site within one tile of where I am,
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I settle in place by pressing the B button, B is for build a city.
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You don't want to spend a lot of time wandering around looking for the perfect spot while
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the other SIVs are already settled in building units.
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Some people say you should never not build in place because you lose a turn of production
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by doing that, but I think that's a bit extreme.
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I think missing one turn to get a city that will do better is a good bargain, because
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you'll get the benefit of the better city for hundreds of turns.
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In any case, by the end of turn two, you have your city in place.
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Now what?
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Well, since you have a worker, you can begin developing your city.
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Your ultimate objective is to turn out another settler unit, but that won't happen right
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away.
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Your city right now has a population of one, and producing a settler unit uses up two units
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of population.
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That means you have to get to size three before you can pop one out.
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Meanwhile, you have no time to waste.
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First take a look at your city.
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At this point, it is a three by three square with eight workable tiles.
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Now the center tile is automatically worked by the game, so you don't need to worry about
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that.
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And for your eight workable tiles, you have one worker, one civilian population unit, and
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we're going to be careful here because there is a unit called the worker that goes around
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building roads and irrigation and so on, and then your citizens that will work the tiles.
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So we need to be careful looking at that.
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So what should that citizen be working on?
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If you just let the game, in other words, the governor, we'll talk about the governor later,
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decide at this point, it will probably make the right choice, but you want to be sure.
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Which tile has the highest food yield?
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If you have a grassland or floodplain tile, or maybe a tile with a special resource
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like wheat or cattle, that will give you the most food.
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And at this point, none of your tiles is developed.
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When you think that you know what it should be, open up the city screen by clicking on
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the city and see what the game picked.
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Did you agree?
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If not, what do you think the game was trying to do?
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Do you miss something?
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Your center city square, for instance, is the one that's automatically going to be worked
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and you don't have to worry about it.
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And that will, for your first city, always produce two food, one shield, remember, shields
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designate production, and three gold.
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So you'll be able to start producing units or buildings, though with only one shield
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it may take a while.
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A bonus grassland is the perfect tile in this situation since it gives you one added
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shield, doubling your production, plus two food, which means you are building population.
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For one citizen consumes two food, but you get that from the city center.
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So the two you get from the bonus grasslands tile go right into the food box to grow
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a new citizen.
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Now let's consider government type.
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At the start of the game, your government will automatically be despotism.
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So we're talking about ancient Samaria kind of level.
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And you cannot get out of that until you've researched other governments further in the
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tech tree.
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Now, don't worry about that too much right now.
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We're still talking about the early game, but one of the parameters for being in despotism
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is that any yield above two is reduced by one.
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So if you put your citizen to work on a flood plain tile, you don't get three food.
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You only get two food.
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And if you irrigate a grassland tile, you similarly only get two food.
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So irrigating a grassland tile is a waste of your workers time.
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Now this leads to the rule for the early game, mind green irrigate brown.
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Why do you mind the green because you're going to get the two food anyway?
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And by putting a mind there, you're going to get an additional shield.
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Irrigate brown, you know, with the brown, you're only going to get one food.
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But if you irrigate it, you'll get two.
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In other words, what we're trying to do is get as much food as possible as our first priority.
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And that is because the food is what will give you more citizens and more citizens means
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you can work more tiles and so on.
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So it's a very important concept.
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Now let's say this is what you do in the early game.
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In the late game, you could have your workers go around and change things.
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But if you've played your game well, by the time you get to the late game, tile yields
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are not your biggest problem anyway.
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Now let's see how this works with two tiles.
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One grassland, the other plains, in an early game where you have two citizens.
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If you do nothing, you have the plains gives you one food and one shield for a total of two.
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This land gives you two food and one shield for a total of three.
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Total from both tiles, five.
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Now if you irrigate the grassland and mine the plains, which you might be tempted to do,
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your plains tile, with a mine on it, one food plus one shield plus one shield from the
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mine for a total of three.
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Grassland, two food plus one shield, and then plus zero food from irrigation because you're
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in despotism and you can't get more than two.
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So the total now for both tiles is six.
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Now if you mine the grassland and irrigate the plains, the rule mind green irrigate brown
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you get from plains, one food, one shield plus one food from irrigation for a total of
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three.
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Grasslands, two food, one shield plus one shield from the mine for a total of four and
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now the total from both tiles is seven.
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So you get a net of one additional shield from following the mine green irrigate brown rule
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and that is one additional shield every turn, which could mean up to double the speed
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on building your first units.
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In the early game this is really important.
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Now the next concept we want to look at is revenue.
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Now remember going back to the very early first version of civilization said, Myers always
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said it was always about the money.
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That's still an important concept in Civ 3.
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So we've seen how we can improve our production on tiles through micro management.
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But we've only looked at two of the three things that tiles can give you.
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What of the third?
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Gold?
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Or also known as commerce?
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Now there are two types of tiles that produce gold without any improvement.
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Coast tiles and sea tiles.
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Gold that coast is immediately adjacent to land and sea is roughly equivalent to the continental
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shelf, shallower water in a lighter color.
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Now sea tiles produce one gold and coast tiles produce two.
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But what about land?
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Your city center will generate some amount of gold which can vary but it will be at least
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one.
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And like all city center yields, that comes automatically without any citizen being assigned
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there.
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Now to get more gold though, you need to build roads.
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For each tile that has a road and which has a citizen assigned to work it, one additional
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gold will be added to your revenue.
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Now that said, in general gold is not your first priority, particularly in the early game.
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In a new city, I would first move my worker onto a tile that I can irrigate since that
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adds food and you need food to generate more citizens.
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But once I've done the irrigation, I would build a road before doing anything else because
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it uses up a turn for your worker to move.
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And since you're already on the tile, it is most efficient to build the road right away
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before moving.
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Once I have done that, my next priority would be to build a mine to get increased shields
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and again as soon as the mine is completed, I would put a road on it.
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So the suggested rule here, never let a worker leave a square without building a road in
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it.
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It wastes worker moves and you will want to put roads on all of your squares eventually
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anyway.
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Now the third thing we want to look at here is resources.
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Okay, there's more than just food shields and gold to think about.
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There are also tiles that contain special resources of one kind or another.
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And you will want to grab those resources whenever you can.
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Now there's a list of all these resources at the Civilization Wiki site, but the short
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version is that there are three kinds of resources, strategic, luxury and bonus.
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Strategic resources are the ones that enable you to build certain kinds of military units
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and they're revealed at different times in the game when you discover a key technology.
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For example, when you start you only have warriors as military units and they have the one
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comma one, common one designation, which means they have an attack strength of one.
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The first number is always a attack strength.
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A defense strength of one because the second number is always your defense strength and
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a movement of one because the third number is always your movement.
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So this is the bottom of the military tree.
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To move up, particularly in terms of mobility, you need horses.
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And to get horses, you first need to discover the wheel.
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Now as soon as you discover the wheel, then you will see horses appear on certain tiles
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on the map.
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But for you to have those horses, you need to build a road that connects them to your
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cities.
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Do this successfully and you will get a pop-up message congratulating you for doing so.
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Note that the horses do not need to be within the BFC of a city, but they do need to be
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within your empire.
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So in other words, getting horses, you don't have to work a tile to get horses.
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You simply need to connect whatever tile the horses are on to your city.
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The next major strategic resource is iron.
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And you need to discover iron working first.
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Once you do that, it will appear on the map.
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Now for this, you do need to have the tile within your city build a mine on it and assign
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a citizen to work it.
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Now these resources continue up until finally you get to aluminum and uranium.
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So there are always new ones to find as you progress.
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Now the next key resource type is luxury resources.
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These have two effects.
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They can add happiness in your cities, always a key consideration.
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And also add commerce, in other words, gold.
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Like horses, they need to be within your empire, but not necessarily within the BFC of a city.
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You can also access these by building a road to connect the resource to your cities.
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And examples of these include dyes and wine.
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Last category is bonus resources, which adds to the yields on a tile.
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Examples of these include wheat, which adds to food.
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And whales on sea tiles, which adds one food, one shield, and two commerce.
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To gain the benefit of these bonus resources, they do need to be within the BFC of a city
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of yours, and you need to put a citizen to work on the tile.
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And these bonuses are added to any other yields.
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So if you have wheat and also add irrigation to a plain style, you can get four food.
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And because it's a plain style, one from the irrigation, and two more because of the wheat.
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So that's a good deal of stuff to cover in one episode.
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So this is Hookah for Hacker Public Radio, signing off, and is always encouraging you to
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support FreeSoftware.
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Bye bye.
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You have been listening to Hacker Public Radio, as 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 podcasts, 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,
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International License.
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