Episode: 4590 Title: Playing Civilization V, Part 9 Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4590/hpr4590.mp3 Transcribed: 2026-07-31 16:14:37 (official HPR transcript) --- This is Hacker Public Radio Episode 4590, for 2026-03-06 Today's show is entitled, "Playing Civilization V, Part 9" The host is Ahuka and the duration is 00:14:17 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 welcome you to Hacker Public Radio and another exciting episode in our ongoing series on computer strategy gaming And we're continuing our look at civilization five and Why don't we want to talk about today primarily is city states now city states Was a newly introduced feature in civilization five and they play an important role in the game They represent the small countries that are not running the world They do not produce settlers So they do not expand beyond the one city Though that city can and will expand its borders in a similar way to how your cities can grow They do not start with a military unit, but they can produce military units and defend themselves They can also build buildings in the city, but not wonders They do have a single vote each in the world Congress or later United nations making them a key to a diplomatic victory Now city states start out neutral with regards to the actual players But your interactions with them can affect how they feel about you For example, if you send units through their territory, they will get hostile But if you give them gifts that makes them friendly So If you wish to go to war with them You can and you can take them over This will affect your diplomatic relations with other players and other city states But if you have decided on a war of conquest as your victory type that won't matter to you, right? As mentioned if you want to go for a diplomatic victory You want to be allied with as many of them as possible to get their votes in the world Congress or the United Nations But even if you don't need their votes, there are other benefits from friendly relations There are two levels to friendly relations, friendly and allied and the benefits get better as relations improve Now there are five types of city states There's the militaristic The maritime, the cultured, the mercantile and the religious Now there's benefits to having relationships with each of these kinds of cities If it's a militaristic city state and your friends with them, they will periodically give you a unit Which will appear in your city which is closest to the city state If you're allies, they'll give you units more often Maritime A maritime city state if your friends, they will add two food to your capital city If your allies, they will add one more food to every city you have This can be a great way of growing large cities Cultured city states share their culture with you At one rate if you are friends and at double the rate if you are allies So if you are going for a Culture victory which is one of the victory types Obviously you want to make sure you are allied with this many of the cultured city states is possible Now mercantile city states give you and added three happiness if your friends If your allies you get the three happiness but in addition get access to a luxury resource That cannot be obtained any other way and that also adds happiness And you know managing your happiness as we've seen is one of the key things in in safe So five religious city states give you a one-time bonus of faith when you first meet them and provide added faith perturne Now note that cultured and religious city states increase the amount of culture or faith they provide with each new era So the earlier you develop your relations with them the better the benefit Yeah, how do you manage your relations There is a mechanism in the game which keeps track of points to define your relations with the city states On this numerical scale neutral has a value of zero Friendly is a value of 30 year above and allied is 60 year above In the other direction once you go into negative numbers they become angry If you go negative enough it becomes war Now a city state can only ever have one ally if only one player has more than 60 influence points That player will become the patron of the city state and they will ally to that player Now if two or more players have more than 60 influence points Then the ally will be whichever one has the most Now as the game goes on you may get a message that a city state you had as an ally has suddenly decided to ally to someone else This is frequently the result of the other player gaining influence points in some way often by gifts You can also gain influence points by promising to protect a city state But do this with your eyes open if you do not follow through and your promise it will enraged the city state And you will lose a lot of influence with them Now your influence with the city state has a natural resting point at zero or neutral That means that barring other factors a positive number will fall over time and a negative number will rise over time So for example, let's say you sent one of your units through their territory Now that'll put you into negative numbers. They'll be angry for a period But if nothing else happens they will return to neutral On the other side Even if you ally with the city state you don't stay allied forever unless you find ways to keep adding influence points As a variety of ways of doing that one way is to eliminate barbarian camps near the city state In fact, this is one exception to the rule about sending units through their territory If you are doing it to attack the barbarians you were seen as a protector not an invader and there is no penalty Another way to gain influence is by completing a quest from a city state Each city state you are in contact with will periodically give you a quest and if you fulfill it you will gain influence points That can include killing a barbarian camp or killing nearby barbarian units, but you can do that at any time. You don't need a quest Others might include acquiring a great person of a certain kind Building a world wonder Bullying another city state Finding a natural wonder and so on Now just because they've given you a quest you don't need to do it. You don't need to fulfill the quest For example if you're strategy calls for ally with other city states Like you're going for a diplomatic victory ultimately you might want to pass on bullying another city state There's no penalty for not fulfilling a quest just a bonus when you do fulfill one Now personally in my games I never bully city states But just not my style of play and I win a lot of games Okay another way to gain influences with gifts the most effective is gold and One large sum is more effective than several small ones Now for a diplomatic victory strategy you should plan on having a large treasury as you approach the endgame So that you can buy allies in time for the crucial vote You can also gain a small amount of influence points by gifting units I make it a practice to do this whenever I have units that I don't want any longer These could be obsolete units that have no upgrade path for instance I don't want to pay maintenance on them as that's a drain on my treasury And I could just delete them but gifting them to a city state gives me a small amount of influence Another way to get a big jump In your influence with a city state is to capture and then return one of their workers Okay, now I don't mean capture their worker when it's still their worker, but for instance Very often a barbarian will capture a city state worker And then that city state worker will have the red color of the barbarian and then you capture it And when you do that you have the option of keeping the worker for yourself and in the early game I would probably do that because the worker is so valuable But at a certain point I have enough workers and getting the 45 influence points for returning the worker is a more effective use Remember that you have to keep earning influence points to keep up your relations So even if you get an ally of a city state for a few turns It will naturally decay back to neutral By around the middle of the game if you're playing well you can start to invest the resources needed to maintain your relationships And in particular if you are going for a diplomatic victory Which relies on having a lot of allied city states The best way to go for that is to have a strategy focused on getting as much gold as possible And so that's something to keep in mind when you're deciding which empire you want to play as and things like that City states get involved in wars if you're allied with a city state and you get into a war with another player The city state that is allied with you will join in the war Now of course the same is true for the other player so the war between the two players could also involve three to four city states trading as allies Now you cannot make peace with a city state while it is allied to a player your war with You first have to make peace with that player or wipe them out if that suits you However, if you can get more influence with that city state and supplant the other player You can get that city state to ally with you and then you can turn around and attack your enemy Generally a large cash gift can do this once again showing the utility of a fat treasury Now final note about exploration And which is a very important thing you you always need to be Focusing on you cannot have diplomatic relations with the city state you haven't met So this reinforces the idea that you have to explore the map as soon as possible Of course you have to balance this with other priorities such as expanding your cities and defending them, but You know finding the right balance is what all the civilization games are about Now in most maps this means you should be giving some attention to developing your naval power and technologies There seems to be a bias to city states being coastal and in many cases they are in small islands Of course there are a number of motivations for exploring the map First of all you need intelligence of what you're up against with other players And unless you're on a very large land mass you'll what to find added lands for settlement Finding natural wonders adds to happiness in your empire, so finding them all is important And last the unexplored sections of the map have a strong tendency to spawn barbarian units against you Early on you cannot traverse ocean tiles and need to stick to coastal tiles The unit at this part of the game early on is the tri-ream which you can build once you discover sailing Now I usually build one or two tri-reams in a coastal city to go around the coast of the land mass I'm on and scout out the situation If another land mass or island is sufficiently close and you can usually see clues to that on the map I can cross to it without entering with ocean tile and extend my exploration But to really explore the whole map you need to get to caravels This renaissance area unit becomes available when you discover astronomy and is essentially a naval scouting unit It can enter ocean tiles So You know one of the things I will focus on You know I'm looking at my research Is Yeah, I will say okay, I need to get to astronomy and one of the tricks you can open up the technology tree And if I click on astronomy it will automatically fill in any of the predecessors that have to be Researched first to get there so if I say astronomy is my ultimate Objective here my number one priority and so okay you got to research these other three things first It will automatically take me through that so that's just a little tip So this is a hookah for hacker public radio signing off and as always encouraging you to support free software Bye bye You have been listening to Hacker Public Radio at Hacker Public Radio.org. 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