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Episode: 4465
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Title: HPR4465: Playing Civilization V, Part 3
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4465/hpr4465.mp3
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Transcribed: 2025-10-26 00:58:19
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---
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This is Hacker Public Radio Episode 4,465 for Friday 12 September 2025.
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Today's show is entitled Playing Civilization V, Part 3.
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It is part of the series' computer strategy games.
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It is hosted by Al Hukah and is about 17 minutes long.
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It carries a clean flag.
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The summary is.
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We continue our look at the game mechanics of Civilization V.
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Hello, this is Ahuka.
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Welcome you to Hacker Public Radio and another exciting episode in our ongoing discussion
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of computer strategy games and we're on Civilization V right now.
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Going through some of the mechanics of this, we'll ultimately do an example of how to put all the stuff together and win a game.
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But you've got to lay the groundwork first.
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So what we want to talk about first here is victory types.
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And when you're playing this game, you have to match the type of victory you're going for
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with the terrain, with the character you've chosen, the empire you're working with, etc.
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And it's important to understand these things.
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Now, you can always change your objective as the game goes on.
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There's nothing starting you from doing it.
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There's two basic approaches.
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One is you can just take a random start, just see what you get, the luck of the draw.
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But then what you want to do is you want to adapt your strategy to the empire that you're playing.
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The other approach is to say, I really want to do a certain kind of victory type.
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And then what you want to do is pick an empire that is very suited to that.
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Now, either way, you've got to know how these things work.
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Let's run through the different victory types we have in Civilization 5.
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The first one is domination.
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Now to win a domination victory, you must keep possession of your own original capital and capture everyone else's original capital.
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Now, original capital is the first city founded by each empire.
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It can never be destroyed, but it can be captured.
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Now, once the original capital city of an empire is captured, another city will become the current capital.
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But capturing that does not count towards victory.
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And a current capital can be destroyed.
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Original capital cannot.
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Next victory type, science victory.
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This hasn't changed a whole lot.
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To win this, build and launch a spaceship to Alpha Centauri.
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That's been true of every game from the very first version of Siv.
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Now, to build a spaceship requires technologies at the end of the technology tree.
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You don't have to actually research every possible technology to do this.
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You build the parts in your various cities and assemble them in your capital.
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Now, once you've assembled all the parts, the spaceship will automatically launch and you win the game.
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Cultural victory.
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Now, this depends on your culture compared to the other empires, and involves the tourism mechanic.
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If you attract tourists from another empire, your culture will become more dominant over theirs.
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There are six levels for your empire vis-à-vis the other empires in the game.
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Unknown, exotic, familiar, popular, influential, and dominant.
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And these are defined by the amount of tourism you receive from an empire
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compared with their own production of culture.
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If the tourism you receive is at least equal to their own culture production, you are influential.
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And to get a culture victory, you have to be at least influential with every other empire still in the game.
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Now, the basic source of tourism comes from great works of art and artifacts.
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Great works of art are produced by great artists, and artifacts are dug up by your archaeologists once you discover that.
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Your own culture production both defends against tourism of other empires.
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I.e. your own citizens would rather enjoy your culture than travel to another empire.
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It also helps to produce great works of art.
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Now, this victory type and the tourism mechanic is one of the innovations in Civ V,
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and carries over and is developed further in Civ VI.
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Now, the next victory type is diplomatic.
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To witness, you have to be voted in as the world leader in the United Nations.
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You gain votes in several ways.
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First, you can liberate the conquered capital of another empire and return it to them.
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That will guarantee that they will vote for you in the United Nations.
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Or, and this is most common, you can ally with city states and get their vote in the UN.
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Finally, if a city state has been previously conquered by another empire,
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you can liberate it, and they will vote for you in the UN.
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Now, once the UN is achieved, and that comes later on in the game,
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votes take place every 20 turns.
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So if you fall short on one try, you can try to line up more votes for the next try,
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which usually means allying with a few more city states.
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Finally, time.
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If no one has won by any of the above means,
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the empire with the highest score when time runs out will win.
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In a standard game, that is 2050 AD and is turned 500.
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But note that 500 is not a turn where you can make a play.
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Your last chance to actually do anything is turned for 99.
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So once that ticks over to 500, the game is over.
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Nothing more you can do.
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So those are all of the victory types.
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And we're going to elaborate on that as we go through the mechanics of the game.
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But the other thing I want to talk about here is terrain.
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Now, Civ V changed the game board from squares to hexes, which was the first big change here.
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But another change makes terrain even more important in Civ V.
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And that is you can only have one unit per tile.
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The giant death stacks of units that you could employ in Civ III and Civ IV are now gone.
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That means that any military campaign will be mostly fought on a variety of tiles.
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Most of this we will discuss later when we look at the military and how to fight wars.
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But knowing how terrain affects your units in terms of strength and mobility will be a big part of that.
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So first we need to know what the terrain types are.
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Of course, the other reason we need to know this is in terms of where to settle, where to farm, where to mine, and so on.
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And special resources are a modifier.
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But first we'll look at the terrain types by themselves.
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They can be analyzed in terms of their base production.
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That is what they will produce without any improvements, such as farms and mines.
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Their movement cost, that is how many movement points it takes to move into the tile, and defensive bonus.
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That is how the strength of your units is modified if they're in combat.
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A grassland has a base production of two food, a movement cost of one, and a defensive bonus of minus 33%.
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So in other words, your defense is lowered if you're on grassland.
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That kind of makes sense. You've got nothing to protect you there.
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Plains, base production is one food, and one production.
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So, little both there.
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Movement cost is one, defensive bonus, still minus 33%.
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Desert, base production is nothing, movement cost is one, and defensive bonus, minus 33%.
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Ocean, base production, one food, and one gold, movement cost one.
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Now, there is nothing about defensive bonus here, because ocean terrain does not, any combat you have,
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and the ocean is going to be between ships, and the ocean is equal for all of them.
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Same thing for Lake. Lake has a base production of two food, and one gold, movement cost of one, but again, no defensive bonus.
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Tundra, base production is one food, movement cost is one, no defensive bonus.
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Snow, base production, none, movement cost one, defensive bonus, minus 33%.
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So, so far, just looking at base, all the defensive bonuses are minus 33%, or they're nothing at all.
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But now this gets modified by terrain features, and these are stackable.
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And what I mean by stackable is you could have two of these features on a given tile, and it all adds together.
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So, you could have hills.
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While those hills could be on a grassland tile, it could be on a plains tile, it could be on a desert tile, you know, that's what we mean by stackable.
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Now, for hills, the base production is zero food and two production.
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The movement cost is two, and the defensive bonus is plus 25%.
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So, being in the hills is good.
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It's nothing like having the high ground.
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Now, note that the base production for hills will be zero food and two production, regardless of the underlying terrain type.
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So, if you have hills on grassland, then you're going to get two production period.
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You're not going to get any food.
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Now, forest.
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Your base production is one food and one production.
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Your movement cost is two.
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Your defensive bonus is plus 25%.
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So, being on a forested tile is going to improve your defense.
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You can hide behind the trees in other words.
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Note that the base production for tiles with forests will be one food and one production, regardless of the underlying terrain type.
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But forests can be cleared by workers once mining is discovered.
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Jungle has a production effect of minus one production.
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So, jungle will reduce the production that you might otherwise have.
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Movement cost is two.
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Defensive bonus is plus 25%.
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Now, jungles can be cleared by workers once bronze working is discovered and should be.
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They don't do anything good for you.
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Mountains.
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Production is zero.
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Movement.
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Well, except for air movements, you can't travel in mountains.
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But there is one exception.
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And that is carthage.
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Carthaginian units, once they have earned a great general, can actually pass through mountains.
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This is in recognition of Hannibal's notable crossing of the Alps in the Punic Wars.
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Now, river.
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Okay, there are rivers in the game and rivers run along the borders of tiles.
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And they add plus one gold.
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Attacking across a river reduces your attack strength by 20%.
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Crossing a river will end movement for most units unless there is a road with a bridge.
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So once you get the technology, you'll probably want to build the bridges.
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It goes in there.
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Marsh.
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Production effect minus one food.
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Cost for movement is two.
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A marshes can be removed by workers once masonry is discovered.
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Now if you have a marsh tile in your city, have the workers remove the marsh before you
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attempt to work the tile, because it's pretty useless otherwise.
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Post.
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Now these are the water tiles with relatively shallow water along the coast of a landmass.
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They're lighter in color than deep ocean tiles.
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Most tiles can be traveled on by early water units, which cannot travel on the deeper
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ocean tiles.
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And coast tiles produce one gold each.
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I think the idea is that if you're on the coast, you can engage in trade over the water.
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Now floodplains.
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These tiles can be found sometimes along river banks.
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They produce two food.
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It's good, but they can also produce disease outbreaks.
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And oasis.
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Oasis tiles produce three food and one gold.
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However, they cannot be improved other than to add roads and then when you get the right
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technology, railroads.
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Ice.
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At the top and bottom of the map are ice tiles representing the north and south poles.
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Airplains can fly over these tiles and submarines can go under them, but otherwise they are completely
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impassable.
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Fallout.
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Once nuclear weapons have been discovered, you can have tiles that are covered by Fallout.
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This would of course be the result of a nuclear exchange.
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When any tile covered by Fallout reduces the food production by three, reduces production
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by three, reduces gold by three, and movement cost is two.
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In practice, this will mean the tile produces nothing.
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A worker unit can clean this up, but it will take time.
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So until that happens, you should look for opportunities to move your citizen into
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some other occupation until it is cleaned up.
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Remember last time we talked about citizen management in cities.
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And you have to clean it up before building or restoring any improvements.
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Now A-tall is a type of tile that was added in a patch with the Polynesian downloadable
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content, or DLC.
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It is an ocean tile that produces one food and one production, movement cost is one.
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Now admittedly, this is a lot of detail to take in, but there are a few basic rules you
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might want to keep in mind.
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First, you don't want to settle cities where there are lots of desert, tundra, or snow tiles.
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One or two tundra tiles are okay if there are other positive features like access to a
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luxury resource.
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But desert and snow tiles are pretty useless.
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Again, if there are lots of desirable tiles available having one or two desert or snow
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is not a problem.
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In most cases, you will never work all of the tiles in most cities.
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But look for good tiles.
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Similarly, mountain tiles are not generally useful.
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However, if you are going for a science victory, they can be handy.
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If you settle in a city immediately adjacent to a mountain, you can then build something
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called the observatory in that city.
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So the ideas observatories have to be on the top of mountains, which kind of makes sense.
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They cost zero maintenance and add 50% of the science output of the city, making them
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very valuable if you are going for a science victory.
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Mountains are always handy as barriers to keep away from your enemies.
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Jungle tiles can also cause disease outbreaks, but clearing the jungle from the tile will
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put a stop from that.
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I will always clear away any jungle or marsh tiles within my cities.
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Active bonuses are also important, but we can cover that better when we get to warfare.
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So with that, this is Huka for Hacker Public Radio signing off and encouraging you to
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support FreeSoftware.
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Bye bye.
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