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Episode: 4310
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Title: HPR4310: Playing Civilization IV, Part 6
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4310/hpr4310.mp3
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Transcribed: 2025-10-25 22:48:43
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---
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This is Hacker Public Radio Episode 4,310 for Friday the 7th of February 2025.
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Today's show is entitled, Playing Civilization 4 Part 6.
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It is part of the series' computer strategy games.
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It is hosted by Ahu Kha, and is about 14 minutes long.
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It carries a clean flag.
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The summary is, we continue our look at the mechanics of this game.
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Hello, this is Ahu Kha, welcoming you to Hacker Public Radio in another exciting episode
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in our ongoing series on computer strategy games, continuing my look at Civilization 4.
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And I'm going to hit a couple of three topics here in this that don't require an entire
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episode to themselves.
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And the first one I want to talk about is research.
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And as we've discussed going through this series in every 4X game research is very
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important, certainly all of the civilization games.
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And you need to invest some resources to researching new technologies.
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And these will in turn open up new possibilities for your empire, new military units, new buildings,
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new improvements, new wonders, and new civics.
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Managing all of this is very important to success and it can't get complicated.
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There are 92 technologies in the Beyond the Sword expansion, and the summary can be found
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at the Civ fanatics site, I've got a link to that in the show notes.
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The summary is great.
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If you want to check on a specific technology, but in the game it is presented differently
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as a tech tree.
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You can see the tech tree by either going to the science advisor, that's a beaker icon
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on the upper right.
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Or by clicking on the big picture when you need to choose a new technology to research.
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I would always encourage new players in particular to go to the big picture, because that lets
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you see what lies ahead of you.
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For example, you have just started a game and have chosen a military leader like Alexander.
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To get decent military units you need bronze working.
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But that is not one of the first texts available to research.
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You can figure it out if you look at the tech tree, find bronze working, and realize it
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requires you to first research mining.
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And while you're in the tech tree, you can click on bronze working, telling the game
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that that's your ultimate objective, and the game will immediately start researching
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mining, and then automatically switch to researching bronze working as soon as mining
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has been researched.
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And this can work for more than one level.
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You can click on a technology that has four levels of prerequisites, and the game will
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cue them up very neatly for you.
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Now when you are in the tech tree, you will notice that each technology has several icons
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under it.
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And if you mouse over the icons, you'll get a pop-up that explains something that the
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technology unlocks for you.
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For example, the compass is a technology that allows you to build the explorer unit and
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to build harbors in your coastal cities.
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And you would find that out if you did that mouse over on the compass technology.
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So if you spend some time getting familiar with the tech tree, it will pay off, and you
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will progress through the game much more easily.
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The thing you want to really nail down are the units, buildings, civics, and wonders
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that can be enabled by making technology discoveries.
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Because you want to align those with your strategy.
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Now we looked at one aspect of that previously when we discussed the civics, and how those
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should be aligned, depending on whether you want a military victory, a science victory,
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culture victory.
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And the same is true for units, buildings, and wonders, yet to know how they work and incorporate
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them into your planning.
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And now with wonders, another thing that has been a constant feature in all of the versions.
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And again, there is a, the civ fanatics site has a nice description of all of the wonders
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and there's a link in the show notes, there are 41 world wonders, which can only be built
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once per game, and whoever builds one first gets it.
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You may have been building one, and then get a message that your city can no longer build
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it.
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If that happens to you, what that means is another player just finished it, and all you get
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is a consolation of some gold in exchange for all the production you poured into it.
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And there are 14 national wonders, which can be built once by each player in the game.
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So you will never lose out on building one of those.
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Now, these national wonders mostly affect the city that builds them, and you cannot build
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more than two in any one city.
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So if you have the ability to construct one, think about where you want to put it for
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the best effect.
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Now you can see all of these at another page at the civ fanatics site, which I have put
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into the show notes.
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As an example, the forbidden palace reduces maintenance in nearby cities.
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So you would want to build it in the city that is surrounded by others of your cities.
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And if you are going for a culture victory, make sure you put the hermitage in one of
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the three cities you have targeted for getting to legendary culture.
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Finally, there are four projects.
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These are similar to wonders, except they cannot be hurried in any way.
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Wonders can be hurried by either chopping down forest, or if you have the universal suffrage
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civic by spending gold.
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The point is that you want to identify the wonders, national wonders, and projects that are
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most important for your strategy, and make sure you are progressing to them ahead of
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anyone else.
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For example, if you are going for a military victory, you might want to focus on getting
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the Great Wall, the Cremlin, and the Pentagon.
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But if you are going for a culture victory, you might want to get Broadway, Hollywood,
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and rock and roll.
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Note that each of these has effects to increase culture in the city in which it is built.
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And if you are going for a culture victory, you should pick the three cities that you
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will target for getting legendary culture, and make sure to build these wonders in these
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targeted cities.
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You may not get them all, but that is what you should aim for.
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As for science, the aim here is the space race, so the Apollo project is very important.
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But among the wonders you might want are the Great Library, the Mausoleum of Masalus,
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the Parthenon, and the Space Elevator.
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And don't overlook how you can use religion to boost your science.
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If you have state religion, plus the University of Sancore, you get more science and more
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great scientists.
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People frequently overlook how religion can boost both science and culture in this game.
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Now let's take a look at Great Persons.
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That's the third topic we want to take a look at.
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Great Persons, great people, whatever you want to call it are special units that are
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born in the course of the game.
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They can do a lot, and you will want to gather as many of them as you can.
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They are the great artist, the great engineer, the great general, the great merchant, the
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great prophet, the great scientist, and the great spy.
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They will be born in one of your cities when you accumulate enough great person points
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of the appropriate type, and using them wisely is important.
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And how you use them depends, of course, on what strategy you were following.
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They can sometimes build specialty buildings, do a special operation in a city, or become
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a super specialist in that city.
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So great artist, if you get a great artist, you can spend that great artist immediately
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to create a great work, which adds an immediate 4,000 culture to the city, sometimes referred
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to as a culture bomb, or it can become a super specialist in the city, producing three
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gold and 12 culture per turn.
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Now, great engineer can be used to hurry production in a city by adding 500 production
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to whatever is in the queue.
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It's mostly good for hurrying wonders and projects.
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Alternatively, it can become a super specialist adding three production and three science
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per turn to the city.
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Great general can build a military academy in the city, which adds three culture, and
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plus 50% military unit production to the city, or as a super specialist can provide
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plus two experience for all new units.
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Great merchant.
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Great merchant can go to a foreign city and conduct a trade mission, giving you 2,000
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gold immediately.
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Or as a super specialist, it can add one food and six gold per turn to a city.
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A great profit can be used to build a religious shrine, which will generate additional faith,
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or as a super specialist can add two production and five golds to the city each turn.
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A great scientist can build an academy, which produces four culture and plus 50% science.
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Or as a super specialist can add one production and six science to the city each turn.
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A great spy can conduct an infiltration in a foreign city, yielding 3,000 espionage points,
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or it can build the Scotland Yard, which doubles the espionage points produced by the city.
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Or as a super specialist can add three science and 12 espionage points to the city each turn.
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Now how do you get these?
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Well you generate great people by accumulating great people points or by researching certain
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texts.
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For instance, the first person to research music automatically gets a great artist.
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The getting points is the most common, and you can do that from wonders and national
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centers, whereby specialists.
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Specialists are people who live in your city, but are not assigned to working tiles.
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This is something that civilization has had from the very first version, when they were
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called scientists, entertainers, and tax collectors.
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You can get free specialists in several ways through certain texts, wonders, etc.
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But the majority will probably be citizens you have taken out of the production role in
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assigned to be specialists.
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This means they are not producing food, not working in your minds, and so on.
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The food is particularly important because even though they are not working your farms,
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they still need to eat.
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This puts a natural limit on how many specialists you can have in a city.
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Now to assign people to become specialists, or just reassigning people in general, you
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go to the city screen, and in the city screen in the middle you'll see your city laid
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out.
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You'll have the usual 21 tiles of the Big Fat Cross, as it has been in Siv, since the
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very first one.
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On those tiles you will see circles representing citizens working there, and you can see icons
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for what they are producing.
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You can reassign a worker by clicking on the tile, except you cannot reassign the worker
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on the city center, which is the very middle one.
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On the right of the city screen, you can see your specialists, and you can take a citizen
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that is not working, and turn it into a specialist by clicking on the plus button next to the
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specialist icon.
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And the more specialists you create for each type, the more great person points you'll
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accumulate each turn.
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So if you were going for a science victory, for instance, you would want to create a few
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science specialists, and they would create great science points, and you would get more
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great scientists that way, which you could then turn into super specialists or produce
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a building academy with them, which are ways of boosting your science.
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So that's how those work, so this is Ahuka for Hacker Public Radio, signing off, and
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is always encouraging to support FreeSoftware.
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Bye bye.
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You have been listening to Hacker Public Radio, and 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, click on our contribute link to find out how
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easy it really is.
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Hosting for HBR has been kindly provided by an honesthost.com, the Internet Archive and
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our Sims.net.
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On the Sadois status, today's show is released under Creative Commons, Attribution 4.0 International
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