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172 lines
11 KiB
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172 lines
11 KiB
Plaintext
Episode: 4230
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Title: HPR4230: Playing Civilization IV, Part 2
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4230/hpr4230.mp3
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Transcribed: 2025-10-25 21:45:45
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---
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This is Hacker Public Radio, episode 4,230, for Friday the 18th of October 2024.
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Today's show is entitled, Playing Civilization 4 Part 2.
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It is part of the series' computer strategy games.
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It is hosted by Ahu Kha, 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 mechanics of this game.
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Hello, this is Ahu Kha, welcoming you to Hacker Public Radio and another exciting episode
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in our ongoing series on computer strategy games.
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We are going to continue with our look at Civilization 4.
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What I want to do first is to talk about built cues, because the interface for the build
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system in Civ 4 is a little different.
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When your city has finished building something, it could be units, buildings, wonders or whatever,
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and there is nothing being worked on.
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A pop-up screen will give you a chance to select the next build item.
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Now that's handy, but what it won't do is let you set up a build cue to construct several
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things in order.
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To do this, you need to select Examine City at the top of this pop-up window, which opens
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the city screen.
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You can also open this at any time by double clicking the banner with the city name.
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Even here, what you will see is small icons representing the things you can build.
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And by clicking on these icons, you can set up a cue, which you can see on the bottom
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left of the screen.
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If you simply click an icon, it becomes the current build item at the top of the cue.
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But if you shift click, you add items to the cue consecutively.
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For example, I might want to set up a new city for which I need a settler.
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But I want to have a military unit along to protect the settler.
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So I could first click on, for example, a warrior, and then shift click on a settler.
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And for good measure, shift click again for a worker that I can use to build a road to
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the new city, and which will then develop the tiles.
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Now another nice trick is to alt click on a unit.
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That will tell a city to just keep producing that unit over and over until you stop it
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by going into the city screen and replace it with something else.
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This is a big time saver if you are embarking on a war and just want to keep the units coming.
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And if you already have a cue in place and need to add something at the top, control
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click will insert that at the top of the cue.
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Now in the early game, it's fine to just select the next item from the pop-up window.
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But as you get more cities and things get busier, it really becomes more efficient to use
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the examined city option and populate your cue.
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But then there are times you need to make a quick change, such as if another player declares
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war on you and you need to switch to producing military units.
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In that case, opening your domestic advisor screen using the icon that looks like a house
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on the upper right will show each of your cities and what they are currently producing.
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In addition, you can see how much production capability each city has, seen as the number
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of hammers, so that you can go to the most productive cities and have them crank out the
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emergency units.
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Now the next topic we want to look at here is research and technology and how you advance
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through the technology tree.
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That's the other choice you're going to be faced with right away.
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When you set up your first city, two things you got to decide what will the city produce
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and what will you start researching.
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And then it just continues through the game.
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You can only research one technology at a time, so you know, decisions have to be taken.
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You start by looking at your land.
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If you see animals like sheep, pigs, or cows, animal husbandry is the tech that will
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allow you to build pastures so you can exploit the resource and help your city grow.
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Also animal husbandry is required to reveal horses on the map and you will want to build
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a pasture for your horse resources so that you can build chariots and mounted military
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units.
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And speaking of military and early tech, most experienced players will get as soon as
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they can is archery, which gives you a military advantage over any player that doesn't have it
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yet.
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Or if another player has it, you'll want to get it to preserve the balance of power.
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Another important early tech is mining.
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Many of the players start with a knowledge of mining, but if not, you'll have to research
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it yourself.
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And if you have bananas, dyes, incense, silk, spices, or sugar, you need to research the
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calendar in order to build plantations to exploit the resource.
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Why the calendar, you know, they needed to tie it to something, I guess.
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It doesn't make a great deal of sense, but that's the way it is.
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So in other words, you want to survey the area to decide what it is that you're going
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to be most useful researching.
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Then you need to consider your neighbors.
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If they are nearby, there will be fighting, and you need to be prepared.
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Horses for chariots and mounted units, of course, but to get swordsman, the first really
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serious military unit, you have to research iron working.
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Now in Civ4, you generally won't be attacked too early, but you do need to build up your
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strength because weakness invites attacks.
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And if you can only research one thing at a time, you can see how you'll be torn between
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the choices.
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But that's the whole point of the game is to force you to make choices and find a path
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through all of this stuff.
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Now research is the main way you get technologies in advance to the trade, but there is another
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way, and that is to trade with other players.
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The ability to trade technology advances is unlocked when you discover alphabet, which
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is a fairly early tech, so you can get there pretty quickly.
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And you should trade as often as you can to build your list of available technologies.
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Yes, trading techs means the other guy is also building his list of techs, but the way
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you look at it is if you don't trade for his tech, he'll just use it to trade with other
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players and you'll be the one that gets left behind.
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The best thing if you can pull it off is to obtain a tech either through researcher by
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trade and immediately try to trade it to every other player for techs they have.
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Now I would argue that even if your tech is more valuable, trading it still makes sense
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for two reasons.
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First if your valuable tech is trading multiple times, you are in essence trading it for three
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to four other techs, even if they're not as valuable individually, collectively it's
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a bargain for you.
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Secondly, the way the tech tree works, a lesser tech you may have bypassed will probably
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be a required prerequisite for some other tech you will soon want.
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And getting it through trade saves you from having to invest your science resources to
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research it yourself and waste those turns.
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A good demonstration of why this works is that the programmers of the game program the
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AI players to trade like crazy with each other.
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And so should you.
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Now, sometimes you know you want to get to a tech that is further up the tree and it
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will have prerequisites.
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You can go to your science advisor, now that is the icon of a beaker in the upper right.
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Or if you have just finished a tech and need to choose, you can also select show me the
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big picture either way you will have the tech tree laid out for your inspection.
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Find the tech you are desiring, click on it, and the game will automatically research all
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of the technologies needed for the one you want creating in essence a research queue.
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Also, when on this screen you can mouse over the text and see what they open up for you.
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Generally, techs can open up new units, new terrain improvements, new buildings, even
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new wonders.
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They can also open up new civics you can take advantage of.
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So spending some time on the screen can pay off in guiding your research strategy.
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Now, I want to talk for our last topic in this episode is about wonders and projects.
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Now, every civ game has wonders in it.
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And as that goes back to the very first and continues all the way through to the current
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which, as I do this, is civ six.
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We're all waiting for civ seven, but I don't know anything more than that.
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So, wonders, you've got two kinds in civ four.
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This is one of the interesting things, you know, there are changes from game to game.
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So great wonders are wonders that can only be built once per game, which makes them the
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same as wonders in every previous civ version.
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But in civ four, you now have national wonders, which can be built once by each player.
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So you will always have a chance to build these, subject to, of course, the prerequisites,
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and can never be beaten to it by another player, the way the great wonders are.
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Now one way these are distinguished is that great wonders are mainly available as soon
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as you research a key tech.
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So as soon as you research electricity, you can build Broadway, or as soon as you research
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assembly line, you can build the Pentagon.
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No wonders, on the other hand, can also require merely discovering a technology, but some
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of them also tend to become available when your civilization reaches a certain level
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of development.
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For example, once you have researched drama and have built six theaters, you can now
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build the globe theater.
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But the key is that each player in the game can build their own globe theater, if they
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wish, once they've met the requirements.
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There are also two kinds of projects similar to the wonders.
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World projects can only be done once per game, and there's two of them, the Internet and
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the Manhattan Project.
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So once they've been built by any one player, no one else can build them.
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And with the effects of the Manhattan Project applying to every player as well, once the
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Internet and Manhattan Project has been built, every player is now able to build nuclear
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weapons and build bomb shelters.
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Now I have frequently been in games right, deliberately avoid doing this project, even
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though I met the requirements, just because I didn't want to deal with nukes from the
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other players.
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And there are national projects as well, SDI, which stands for Strategic Defense Initiative,
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and the Apollo program.
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Now the SDI project gives you a 75% chance of stopping nukes from other players.
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Then the Apollo program is essential for a science victory, since this is the requirement
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for building the spaceship parts you need to send your ship and claim victory.
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So this is a hookah for hacker public radio, signing off, and is always encouraging you
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to support free software.
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Bye-bye!
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You have been listening to Hacker Public Radio, and Hacker Public Radio does work.
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Today's show was contributed by a HBR listener like yourself.
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If you ever thought of recording podcasts, then click on our contribute link to find
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out how easy it may be.
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Hosting for HBR has been kindly provided by an honesthost.com, the Internet Archive,
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and R-Sync.net.
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On the SDI status, today's show is released under Creative Commons, Attribution, 4.0
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International License.
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