151 lines
11 KiB
Plaintext
151 lines
11 KiB
Plaintext
Episode: 4510
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Title: HPR4510: Playing Civilization V, Part 5
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4510/hpr4510.mp3
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Transcribed: 2025-11-22 15:12:47
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---
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This is Hacker Public Radio episode 4,510 for Friday the 14th of November 2025.
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Today's show is entitled, Playing Civilization V Part 5.
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It is part of the series' computer strategy games.
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It is hosted by Ahukah and is about 12 minutes long.
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It carries a clean flag.
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The summary is, we continue our look at the game mechanics of
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Civilization V.
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Hello, this is Ahukah, welcome to You to Hacker Public Radio.
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And another exciting episode in our ongoing series on computer strategy games.
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And we're in the middle of the discussion of Civ 5.
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And what I want to turn to today are the topics of wonders.
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Now in Civ 5 there's actually two kinds of wonders.
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World wonders are things that can be built once and once only.
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So whichever player builds it first gets it.
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If two players complete it on the same turn, the player whose turn comes first gets it.
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So if you're building one and someone gets there ahead of you,
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you'll get a little bit of cash out of the deal, but you won't get the wonder.
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Now there's also something that they call national wonders.
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And national wonders can be built once by each player.
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So you can always build a national wonder.
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You can only build it once so you have to decide which city is going to host it.
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Then in addition to that, there are international projects
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that can be built with contributions by all players and give benefits
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according to the level of contributions each player makes.
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Deciding which ones you want to pursue and when is important.
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And you have to accept that you won't always succeed with world wonders,
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with international projects, whatever.
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If you lose out because another player built it first,
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you get some money in exchange, but not that much.
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It's still in that loss.
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So let's get into all the details here.
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Listing all of the wonders and related items here would just take up a whole lot of time.
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And the lists are already available online, such as at the Civilization Wiki.
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And I've put a link in the show notes for that.
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So consult that list for all of the details.
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There's a lot of them and each one provides different benefits.
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So some study here is warranted.
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Now world wonders are worth building if you want the benefits they provide.
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For example, if you build the great library, you get three science additional per turn,
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one free technology, and a free library in the city where it is built.
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And you also get an additional great person point each turn towards getting a great scientist.
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And it has two slots for great works of writing.
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Now if you are intending to go for a science victory, this will be a good one to have.
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It comes early.
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You can build it once you've discovered writing.
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This illustrates a few points about world wonders.
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The first is that there is a prerequisite discovery that unlocks the ability to build the wonder.
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The great library is an ancient era wonder, so it is unlocked by a very early discovery.
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But as you continue to research technologies, you unlock more world wonders.
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When you get to the medieval era, for instance, and discover theology,
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several wonders are unlocked, such as Barobador and Hayesafia.
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And in the modern era, the discovery of radio unlocks Broadway and Eiffel Tower.
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Another point is that many, though not all wonders, provide great person points each turn.
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That is something to watch out for.
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Now, you don't need to build any world wonders at all.
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But because of the benefits they provide, it usually makes sense to build a few.
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Of course, there is a trade-off.
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World wonders require many turns to create, and there is always the chance that you will invest 20
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to 30 turns of production into a wonder, only to be beaten to it by another player.
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And there is also the opportunity cost in that while you are building the wonder, you are not
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building units, other city buildings, and so on. There may well be wonders you would like to have,
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but one of your neighbors gets nasty and you have to focus on building military units.
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That does happen, and it is part of the game. The game is always forcing you to make choices.
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And if you choose wrong, you will pay a price.
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Now, one thing you have to understand right away is that you can only attempt a few of these wonders.
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Winding up with three or four of them by the end of the game is not unusual.
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There is one way to get wonders without building them, however.
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If you conquer a city that has a wonder, you get the wonder as part of your conquest.
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Now, the other one we want to talk about here is the National Wonders.
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That is one that you know you are going to be able to get. So, you are never going to lose out.
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But there is a prerequisite, and the prerequisite is you need to have built a certain building
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in each city you control directly. So, there is a concept of puppet cities. You can ignore puppet
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cities for this purpose. So, what do we mean by that? Well, let's say you are going for a science
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victory. Well, one of the National Wonders you would like to get is the National College.
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Now, that is unlocked when you have built a library in each city you control directly.
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It gives plus three science per turn, plus a 50% increase in the science output of the city where
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it is built. You get the maximum benefit from this wonder if you build it early, which suggests
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that you don't over expand too early. I would not go past four cities before I got libraries
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in all of them and built this National Wonder. Another example is the National Epic, which requires
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a monument in each city. Well, one little trick is you can choose the tradition policy tree and
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get legalism, and it will give you a free monument in your first four cities. If you only have four
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cities, you have your prerequisite right there without building anything. Once you understand how
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the National Wonders work, you see how the game is nudging you towards building only a few cities
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and not overexpanding. Many of the best players advise that you build no more than four to five cities.
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Now, there's also something called Guilds that you can build, and they're like National Wonders
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in that each player can build them once per player. They're designed to help you earn great writers,
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great artists, and great musicians. So, they are key if you're going for culture victory,
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but they're worth building for anyone because culture is how you get added policies, and we've
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already discussed that. Then there's projects. These come late in the game and can give you powerful
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options. One is the Apollo Project, which is necessary if you want to win a science victory since it
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lets you construct spaceship parts. The other is the Manhattan Project, which lets you construct
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nuclear weapons that may or may not be necessary depending on the circumstances of your game.
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Then there's International Projects. There are three of these international projects.
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The International Games, the International Space Station, and the World's Fair.
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Now, these do not just show up in the production queue. They have to be voted on in the World Congress.
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If one of them is proposed and the vote is positive, the clock starts to get the project done.
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Each empire can make their own decision about how much production they want to put into it,
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but you can have all empires participate, and you can decide to have multiple cities devote their
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production to the International Project if you wish to. The top three contributor empires are
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rewarded, so if you're the fourth or lower, you've simply lost the production you added.
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So this is a go big or go home situation in my view. Of course, it takes a lot of production to
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build these, so if you have other problems such as an ongoing war, you will probably have to pass.
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Now what are some of the strategic considerations? There's far too many wonders for you to contemplate
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building all of them, so you have to consider selectively to attempt to build one or more.
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Generally, you'll be in competition with other empires, so you need to have a city with high
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production that you can build a wonder in. Even so, you will sometimes lose out.
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There are ways to rush a wonder if it is really vital to your strategy. First, adjust your
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population in the city to focus on production. Second, make sure you have high production
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tiles, such as mines. Then if this focus causes food output to fall, you can use caravans to bring
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food to a city. Caravans are normally used for foreign trade, but if caravans are sent between
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two of your cities, they bring in food. Finally, if you have untouched forest tiles, you can use your
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workers to cut down the forest with edge production to your city. You can only do this once,
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of course, on any given tile, but it is a frequently used technique. Players refer to this as
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chopping to get the wonder. If you take a look at the list of wonders that I linked to,
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you will see the benefits of the wonders are quite varied. Some will help you get a science
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victory, some a culture victory, others a diplomatic victory, and so on. So you shouldn't just build
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random wonders really willy-nilly. You should have a strategy for getting a victory and pick wonders
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to focus on in line with that strategy. Here are a few suggestions. For science, two of the top
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ones I would suggest are the great library and the porcelain tower. For domination, the statue
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of Zeus and the Brandenburg Gate. For culture, Parthenon and Sistine Chapel. Now diplomatic is a
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little different. This one is indirect. The key to winning a diplomatic victory is to ally with
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virtually all the city-states. This can be done in two ways. First, station a spy in the city-state
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to rig elections in your favor. Second, shower them with money. So if you want to try this type of
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game focus on money. So, classes in Machu Picchu are examples of very useful wonders for going
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for a diplomatic victory. Now these are just a few obvious ideas, but wonders that increase production
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are good for any strategy, particularly a domination strategy. Since if you can crank out military
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units faster than your enemy, you are quite likely to win. The point is that you have to make choices.
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There are always competing demands on your resources, and you have to know which wonders you really
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want to compete for, which ones are nice to have, and which ones you can safely skip.
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Personally, I rarely attempt to build any ancient era wonders. The reason is I tend to focus on
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exploration and building up my empire in the early turns. Later on, if I'm in a more comfortable
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situation with 4-5 well-developed cities, I will build more wonders. But often when I do lose
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because I don't have anything else to build that is a priority, and I always prioritize the production
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buildings. When a workshop becomes available, for instance, I will make it the next thing in my
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queue for all of my cities. Now, if you have high production cities, you'll be successful more
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often in building wonders. So, that's enough on this topic. This is Ahuka for Hacker Public Radio,
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signing off, and as always, encouraging you to support free software. Bye-bye.
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