Episode: 4610 Title: Playing Civilization V, Part 10 Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4610/hpr4610.mp3 Transcribed: 2026-07-31 16:15:05 (official HPR transcript) --- This is Hacker Public Radio Episode 4610, for 2026-04-03 Today's show is entitled, "Playing Civilization V, Part 10" The host is Ahuka and the duration is 00:18:16 The flag is Clean, and the license is CC-BY-SA The summary is "We continue our look at the game mechanics of Civilization V." Hello, this is a hookah welcoming you to Hacker Public Radio and another exciting episode in our ongoing series on computer strategy games And we are still taking a look at civilization five and we've just got a few more topics to cover before we go into playing a game and Illustrating all of these things So the first thing I want to talk about is great people And there are various kinds of great people that you get in this game and you get them by accumulating great person points Each type of great person has its own type of great person point and they are earned independently So you can easily accumulate points for several different types of great people at the same time Now you can earn these points through specialists through wonders And through social policies While you can accumulate points towards any and all great people you should focus on once that fit your game strategy If you're going for a domination victory you should focus on great generals and great adbrills and Preference to great artists and great musicians But if you're going for a cultural victory you might want to reverse that Now that is not to say you won't gain a few random other great people along the way just that you should know what you're trying to achieve And great generals and great adbrills are a little different in that you earn them by winning battles Now as an example in the game we're going to look at after this episode Where I was going for a diplomatic victory. I had a couple of great generals. I earned along the way. I had no use for them I never fought a single battle against any other player in the game throughout the entire game So I happen to you know Get a couple of great generals, but you know, I just parked them somewhere and had them sleep throughout the game Because I didn't need them So what are the types of great people? Great artist A great artist can start a golden age or it can create great works We've talked about golden ages If you feel the need to start one, you know, that's a good use for a great artist If you're going for a culture victory, I'm not sure that's the best way to go I think that creating a great works would Advance you a little more towards that goal particularly with ones you earn early in the game Because you know, it can add up over time Great musician Can do a concert tour which adds to your tourism or can create a great work In this case a great work of music a Great writer can write a political treat us which gives you a lump sum of culture or it can create a great work of writing That will add to your culture per turn A great engineer can hurry production Including wonders this is the only way you can rush build a wonder in this game is by using a great engineer If you don't need to use the great engineer for that the other thing they can do is create something called a mania factory That adds to your productive capacity capabilities A great general you know if you're going to be fighting battles their handy because they give you a combat combat bonus to any unit within two tiles Or you can use it to create a citadel and one of the interesting things a great general can do when creating a citadel The steel land from one of your neighbors Now they don't like it, but There's nothing they can do about it other than go to war with you Now Angolia has a unique unit called the con that creates It replaces the great general it moves faster and heels adjacent units and can also create a citadel Now there's a great merchant Great merchant can do a trade mission and what that means is you go to a city state any city state that you want to You go to and it would the trade mission will give you gold and it will add to your influence with that city state So what you do is you move the great merchant to the city state territory and then trigger the trade mission Now Venice has a unique unit called the merchant of Venice which creates which replaces the the great merchant Now An additional 100% gold An additional 100% influence Or it can even puppet a city state And what puppeting means is that You have control of the city state to the extent that you control all of its units and it's considered to be part of your territory But you don't control the build queue of the city Now you could also use the merchant of Venice to create a customs house just as you can with any great merchant Great scientist Can hurry research If you want to get just a lump sum of Research points where you've created an academy that gives you an additional per turn now I probably early in the game would almost always go for creating an academy because it gives you a little extra every turn That can add up over time But if you're at the very end of the you know if you're in the modern era Chance is are you never enough time to really benefit all that much from an academy and so getting a Big lump of research is probably a better approach Great admiral gives a combat bonus to naval units within two tiles and can repair adjacent naval and embarked units And finally great profit Can found or enhance a religion Can spread religion or can create a holy site Now every type except a great admiral can create something but that uses up the great person And the main action for each also uses up the great person for instance if you do a concert tour Hurry production etc So you need to consider which one works best for you So As I said before like with the great scientist early on academy Great use in great scientist You know by the time you're hitting the modern era Probably just makes more sense to get a big bang From the hurting the research Now if there's a key wonder you need to make your strategy work having a great engineer on hand or hurry it up can pay off very nicely You know it really sucks if you're Really counting on getting a particular great wonder you've started building it and you're getting almost there and suddenly Someone else finished it and You know yeah, so I Having great engineer on hand It's just it's a useful thing to have for that Now the next topic one to talk about is trade So in civilization five the amount of gold you are in from terrain is much lower than in previous versions of silk So the path to a full treasury requires that you set up trade routes You have a limited number of trade slots available but that limit does grow over time You can earn slots in two ways the first is through discovering text For instance in the ancient era Animal husbandry and sailing Can do that in the classical era discovering engineering In medieval era discovering the compass In the Renaissance era discovering banking In the industrial era discovery biology In the modern era discovering the railroad and in the atomic era discovering penicillin So just from keeping up your research you can get up to eight trade routes In addition the wonders classes and Petra each provide an additional trade route What does that tell you? Well That tells you that if your strategy is based on getting a lot of gold Those should be wonders that you would target because those additional trade routes And you know you're talking about fairly early wonders here So getting those means you're gonna get trade routes that are gonna be generating gold for you throughout the entire game So for instance if your strategy is to go after Well, let's say a diplomatic victory is is one that gold is really key for You know you might want to take a look at doing that not doesn't mean that if you don't get those wonders You can't win a diplomatic victory. There's you can do any number of things in this game if you're skillful with it Now you can also establish a trade route with your own cities with city states and with other empires Trade routes are always city to city and are limited by distance So it can make sense sometimes to move your trade unit to a different city The city that produce the unit will always be where it shows up first But you can transfer it to another city on its first turn Now if it's a cargo ship it can only be placed on a coastal city But it can bring a desired destination city within range Note that for land units Caravans in the early game You can increase the range by building roads which kind of makes sense Now what about the effects of trade You know your major reason for doing it is to get gold no question about that But there can also be science, culture and religious effects so it's worth paying attention here So even if gold is the main object you may have several options that provide equivalent amounts of gold And a potential gain of science or culture might be the tiebreaker depending on what your strategy for victory is If you establish a trade route with the city state you can receive gold Provide religious pressure to convert them to your religion and gain influence with them This can be very helpful if you're going for a diplomatic victory But I would not accept a large difference in gold just for that minor influence game You gain far more influence with gold in the long run So I tend to start with get the maximum amount of gold and then if I've of two cities providing equivalent amounts of gold for the trade route Then I look to well all right can I get a little science or a little culture in addition Now setting up trade between your cities Which is an option can be helpful in giving a boost to a city because you you're consent them food in production Now in the earlier phases of the game that might be a good idea to get a city up to fold an element The city where the route originates does not lose anything But some added amount shows up in the destination city However for food trade to happen you need to have a granary in each city and For a production to be transferred you need to have a workshop in each city Finally Plundering trade routes can be plundered by empires you are at war with more often by barbarians when that happens The route disappears and you need to build another trade unit and set up another route Now Plundering a route Simply means you lose the route it doesn't mean you lose the capacity the number of trade routes you have That you're allowed to have doesn't change Now the last thing we want to talk about is who are you gonna play as? There are 43 possible civilizations in Civ 5 so I am not gonna discuss them all in depth here I've got a link in the show notes to the Civ wiki for a chart that shows them all What I want to do instead is discuss why they are different and how you should make choices Depending on the victory type you're choosing Of course if you let the game make the choice few randomly Well knowing what each Civ is good for can help you determine what type of strategy to pursue for your best chance of victory Now the first thing to know about each Civ is that they have a starting bias for where they will spawn at the beginning of the game And this can be either positive or negative Either you are more likely to spawn in certain terrain or less likely to spawn in certain terrain England which is a naval power will be biased to spawn on the coast Where as Egypt a famously desert country will have a negative bias to avoid jungler forest locations Second all Civs have one or more unique abilities For example the Carthaginians have two abilities that come from history The first is Phoenician heritage which means that all coastal cities get a free harbor And once they have earned a great general their military units can cross mountain tiles and they're the only ones that can do this All right, obviously that's an echo of Hannibal crossing the Alps The French have the city of light ability which grants double-theming bonuses for museums and wonders that are in the capital Third each Civ has a unique unit These units replace one of the regular units in the game but are enhanced in some way Spain has two of these the first the Turcio replaces the musket man But it has a plus 50% bonus against mounted units and an increased melee strength making it a combination of musket man and Pikeman The other unit the conquistador replaces the night, but it has some interesting abilities It can move after attacking if it still has movement points Embarked units have double defense it can see two tiles further and has no penalty when attacking cities Finally the conquistador unit can be used to establish a city although it uses up that unit So it can function as a settler Finally most but not all civs have unique building or improvement As with units these tend to replace ordinary buildings and improvements but offer something better A rabia for instance has the bizarre which replaces the marketplace But it provides an additional two-gold to return more than the marketplace It adds one additional copy of each improved luxury resource near the city and provides plus two gold for each oasis and each source of well Now what you need to consider is how all these unique Attributes of a sieve will fit into your strategy And timing matters the American sieve has a unique unit of the b7 team bomber That's a nice unit, but it comes very late in the game If you're going to go for a domination victory That's not going to really help you probably have mostly conquered the world by the time that becomes available But the Roman units of the balista and the legion are excellent for an early campaign of conquest Now for a trade-oriented strategy Portugal is excellent as all of its unique attributes help with generating trade and gold and gold is the key to Many possible paths to victory So keep these points in mind as you plan your strategy And to illustrate all of things we have been discussing in the civilization five series I will play a game where I aim for a diplomatic victory and I'll make a few mistakes along the way But you know, it will still illustrate How the game can be played and and I do end up winning So that'll be coming up next so this is Huka for hacker public radio signing off and as always encouraging you to support free software. 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