Refreshed episodes/hosts/comments/series from hpr.sql, and added official HPR transcripts for the 180 episodes aired since the last sync (hpr4516-hpr4695).
168 lines
11 KiB
Plaintext
168 lines
11 KiB
Plaintext
Episode: 4630
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Title: Playing Civilization V, Part 11
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4630/hpr4630.mp3
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Transcribed: 2026-07-31 16:15:29 (official HPR transcript)
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---
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This is Hacker Public Radio Episode 4630, for 2026-05-01
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Today's show is entitled, "Playing Civilization V, Part 11"
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The host is Ahuka and the duration is 00:13:07
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The flag is Clean, and the license is CC-BY-SA
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The summary is "We finish our look at the game mechanics of Civilization V."
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Hello, this is a hookah welcome you to Hacker Public Radio and another exciting episode
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We enter ongoing series on computer strategy games and we're continuing with civilization five
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And what I want to do today is I want to talk about
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basically all of the
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players in the game there are 43 empires here and
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This is I'm talking about
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You know all of the expansions and downloadable content and everything else
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So five is certainly quite complete at this point and there's no more updates coming that haven't been for a long time
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So you've got 43 possible empires the thing is they're not all alike and
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It matters which one you are and it should affect your strategy
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Each empire has a particular leader a
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Unicability and the unique unit
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In addition, most of them have some kind of starting bias and many have a unique building or unique improvement
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Understanding how to make use of these is important to your strategy
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If you let random chance assign you to an empire
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You need to know what kind of strategy will work with that empire
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And if you want to pursue a particular strategy
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You might want to know how to pick an appropriate empire to fit the strategy
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Now there is a chart that lists all 43 empires with all of their parameters at the
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The civilization and fandom wiki and
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There's a link in the show notes for that
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You might want to book mark that page for future reference
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Also, you want to know what to expect concerning your opponents in a game
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leader
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You don't have a choice of leaders when you choose the empire you get the leader that comes with it
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But these leaders are distinct in various ways
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To see what I mean go to the leader page for one by clicking on the link under the leader picture and you'll see a long list of AI traits
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These describe and numerical terms how competitive the leader is in various ways
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How prone to war which kind of units it will build and so on?
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It's a long list so your eyes may glaze over but the significance is that it gives you some insight
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If this leader is one of your opponents in a game
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This list is how the AI is programmed
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There is also a more approachable summary under personality and behavior
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And for example, here's what it says about Pedro the second of Brazil
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Pedro will most commonly try for a cultural victory if he pursues a different victory condition
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He's likely to choose the diplomatic one over a scientific or domination victory
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And in fact the last game he was my competitor for
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A diplomatic victory and we'll be talking about that shortly
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Pedro is exceptionally friendly and loyal and will readily befriend anyone
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But the most warlike leaders
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He is more willing to denounce than to wage war himself
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But will maintain a defensive militia comprised of a variety of units
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He also has the habit of building a fairly large navy
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Fittingly Pedro's highest priority is the happiness of his people
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Followed by the development of his lands and culture
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He will not claim a large territory but his cities will be highly populated and the land and water around them will be full of improvements
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He will sometimes try to build wonders that enhances culture and tourism output
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Now Pedro is friendly toward city states and his sphere of influence and will often pledge to protect them
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He will hardly ever attack or bully them
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Now the point is this describes your AI opponent
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If you choose to play as Pedro of Brazil you can make entirely different decisions from what the AI would do
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Now starting bias each empire will spawn on the map in ways that reflect their starting bias if any
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Some empires for instance china friends
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Have no starting bias at all which means they can spawn anywhere on the map
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Though there is programming to ensure that the location is not a disaster like all tundra and ice or the middle of the ocean
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So it will certainly be playable
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Still some players like to try two three or four times to spawn to see if they can get a good place to start
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For the empires with the starting bias it can be either positive or negative
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For example the Mongolian empire has a bias towards starting on planes
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Which makes sense historically since they come from the planes of central Asia
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The Russian empire has a bias to start in tundra which again seems to fit
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The song high empire has a negative starting bias which is to avoid tundra
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Now the song high emperor empire
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Historically was an empire in sub-saharan Africa so this kind of makes sense
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The signemies empire avoids forests
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Rome and shashone
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Empires have no starting bias at all they could spawn anywhere
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So the starting bias will apply to whichever empire you choose to play
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So if you prefer not to play with a lot of tundra you would do well not to choose Russia
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But then again Russia can do more with tundra than some other empires might so it does all balance out
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Then there's unique ability
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Generally speaking each empire will have a unique ability
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For example the Austrian empire has the unique ability called diplomatic marriage
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Which allows them to spend gold to annex or puppet any city state if an ally do for at least five turns
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If the city state is annexed it becomes part of the Austrian empire
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But if it is puppeted the city state technically remains separate
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But it's under the control in some ways of the Austrian empire and what that really means
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is that
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You control all of the units they have but you don't control the build cues
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So you can't tell the city state if it's puppet and what to do
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India has a unique ability called population growth
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This doubles the unhappiness caused by more cities
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But reduces by 50% the unhappiness caused by increased population
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So if you were playing India it is even more important to build tall rather than wide
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Remember when we talk about tall versus wide wide is many cities
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Each of somewhat smaller size tall is a few cities with a very high population
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Now unique units
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Every empire has at least one and sometimes two unique units
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These units replace a normal unit but are a little better in some respects
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There worth having some are more useful than others and the key factors when are they available to you
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For example the Celtic empire gets the Pictish warrior which replaces the spearmen
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Since the spearman is generally the first unit you learn to build it comes very early in the game
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So if you're interested in the strategy of early warfare this might matter to you
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The Pictish warrior is actually weaker than the spearman in one respect though in that it gets no bonus against mounted units
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So if you are the calts and you're facing the Mongols you're gonna have a problem
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But the Pictish warrior can pillage without any movement cost normally when you use a unit to pillage it ends your turn
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But a Pictish warrior could pillage and then move if it still had movement left
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And the Pictish warrior also has the foreign lands bonus which gives it a 20% bonus when fighting outside of Celtic territory
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And finally the Pictish warrior gets a faith bonus when it fills an enemy unit equal to 50% of the killed units strength
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Now the American empire has two unique units
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One is the B17 bomber which replaces the regular bomber it comes with two promotions
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siege one and a vision and it's slightly stronger 70 versus 65
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The problem with this is that it comes so late in the game it's hard to see what good it will do you
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If you're pursuing a domination strategy you should have already gone most of the way to conquering the world before you actually get the B17
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Now the other unique unit the Americans get is the minute man which replaces the musket man
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It comes with a drill one promotion
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Ignores terrain restrictions and it's points towards a golden age. This is more useful than the B17
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But not useful enough to push you towards a domination victory in my opinion
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But since you need good units for any strategy if only for defense it's worth halfing
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Personally if I was playing as the Americans I would probably choose to go for a science victory
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I think they're very well suited to that
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Now unique buildings and improvements
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Some empires such as the Byzantines or the Japanese do not have one but they can be useful
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For example the Portuguese empire has a unique building called the phytoria
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Which has the interesting property of being built outside portugal's territory
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The phytoria which becomes available once you're discovering navigation can be built in the territory of a coastal city state
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on a coastal land tile that has no resources on it and
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Has three properties
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First one Portugal gets one copy of each luxury resource the city state has
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This is great for either increasing happiness or is something that can be traded with other empires
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Then there is a plus 50% defensive strength bonus for any combat units on the tile
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And if the
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Fritoria is pillaged that constitutes an active war against Portugal
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Which means Portugal gets no penalties for going to war
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Now another example of a unique
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Building or improvement is the Dutch Polter which can be built on any marsh or flood plain tile
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It gives plus three food and once you discover economics it will also yield plus one production and plus one gold
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So in summary if you study the chart of empires that can help you to picking strategies for the empire
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You're playing or help you to pick an empire that is well suited to the strategy you want to try
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And knowing how the AI is programmed for other empires helps you to know what to expect in your game
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But here are some suggestions and note that you can win with any save
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But these are ones that lend themselves to a particular strategy
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That said, I usually let the game give me a random choice and then formulate my strategy when I see what I get
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So for domination
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Germany japan
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Rome
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Sun high and the Mongols
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All very well suited to
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Domination victories
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science victory
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Babylon, Korea, Poland and America are all very good for that
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Culture victories
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Brazil, Polynesia, Poland and France are all good for that
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Diplomatic victories
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Greece, Arabia and Portugal are very well suited to diplomatic victories
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So with this this is a hookah for Hacker public radio signing off and as always encouraging you to support free software
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Bye bye
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You have been listening to Hacker Public Radio at Hacker Public Radio.org.
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Today's show was contributed by a HPR listener like yourself.
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If you ever thought of recording podcast, click on our upload link
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to find out how easy it is.
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Hosting for HPR has been kindly provided by an AnHonestHost.com, the Internet Archive,
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rsync.net, and our mirror network.
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Unless otherwise stated, today's show is released under a Creative Commons
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Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license.
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