168 lines
11 KiB
Plaintext
168 lines
11 KiB
Plaintext
Episode: 4490
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Title: HPR4490: Playing Civilization V, Part 4
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4490/hpr4490.mp3
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Transcribed: 2025-11-22 14:58:06
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---
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This is Hacker Public Radio episode 4,490.
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PreFriday the 17th of October 2025, today's show is entitled, Playing Civilization V, Part
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4.
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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 11 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 Civilization V.
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Hello, this is Ahukah, welcoming you to Hacker Public Radio in another exciting episode
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in our ongoing series on computer strategy games.
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We're continuing with Civilization V, and the topic for today is faith and religion.
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This is another area where Civ 5 has added depth over previous versions of Civ.
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What it does is modify your situation by granting bonuses of various kinds.
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Now there is no direct victory condition associated with religion in Civ 5, and that would
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arrive in Civ 6.
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There are 13 named religions in Civ 5, but they're just empty placeholders.
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You can rename any of them as you wish.
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I usually do just for convenience, so I can always remember which one is mine.
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What gives each religion its distinctive meaning is the set of beliefs that you attach
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to it.
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Now the fuel for this is faith, which is something you generate in your empire in various ways.
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The Celts have a unique ability to produce faith from the very first turn.
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They get plus one faith in a city with an adjacent, unimproved forest tile.
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So the Druids like forests, you know, and their starting bias will always put them in
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a place to do that.
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For everyone else, you need to take positive action to start generating faith.
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The best way to get started is by building a shrine in your city, followed by a temple.
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A shrine can be built once you discover pottery, a very early tech, and it has a maintenance
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cost of one, and it will generate one faith per turn.
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The temple becomes available once you discover philosophy, has a maintenance cost of two,
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and generates two faith per turn.
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The reason you want to generate faith is that you can spend it in a certain sense to create
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a religion and add beliefs to it.
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In addition, you can use faith to purchase great people, which can be very advantageous.
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You can also get faith in other ways, some natural wonders generate faith, and if you
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can get one in your empire, that is a big bonus.
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Certain world wonders are also generators of faith, though they tend to come a bit later.
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And meeting a religious city-state can grant you a faith bonus, and befriending them can
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give you a per turn bonus of faith.
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Now the first step is to found a pantheon.
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In most games, every player will be able to found one unless they delay too long.
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This would not be a good idea.
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You want to found one as soon as you can for two reasons.
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First, each of the pantheons theoretically available can only be chosen by one player.
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So if you wait too long, there won't be as many good ones available.
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Second, the cost of found a pantheon goes up by five faiths each time another player
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finds one.
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So the key is to start generating faith early.
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The difference between one faith per turn and two faith per turn is huge in the early
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game.
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As to which pantheon you should choose, that can be dictated by circumstance.
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If you have some desert tiles in your empire, desert folklore can be huge, and it gives
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you plus one faith for each desert tile.
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And that includes floodplains, think of the banks of the Nile.
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They are basically irrigated desert.
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And OACs.
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Floodplains and OACs tiles are the ones you would want to work anyway because they are so
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productive, and with this pantheon you can add plus one faith to the output for each one
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you work.
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But if you didn't have any of the right kind of tiles, this would make no sense.
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And if you have a natural wonder in your empire, one with nature is fantastic.
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Others like faith healers and goddess of protection will rarely pay off in any significant way.
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Now religions, the next step once you have a pantheon is to found a religion.
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And if you're going to do that, haste is again important, since the number of religions
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allowed is always less than the number of players.
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So in any game one or two players will be left out.
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And you do lose something if you don't have a religion of your own, though you can get
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a few benefits from adopting someone else's religion.
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You can see how many religions can still be founded by mousing over the faith stat in
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the main window.
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If that goes to zero, you can give up on founding a religion and forget using a strategy
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that relies on high-faith generation.
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Now founding religion is an option when you generate your first great profit.
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And that happens with a probability based on how much faith you have accumulated.
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So if you started off strong in the faith department and kept it up, you will most likely
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get a great profit in founder religion.
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Starting a religion first means choosing a name and a symbol.
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As mentioned, you don't need to go with the name that is there.
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You can rename your religion.
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You do need to choose one of the symbols, however.
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You know, that's a piece of artwork that's built into the game.
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Then you choose a founder belief.
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This is a benefit that only you as the founder of the religion can benefit from.
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Which one you pick depends again on circumstances and on the type of victory you plan to pursue.
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For example, if you plan to pursue a diplomatic victory, you will want as many city state
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allies as possible.
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So the founder belief of papal primacy will be a big help.
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And if you plan to pursue a science victory, you might prefer interfaith dialogue.
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Among the catch, generating beliefs, ties is best in the long run.
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So unless you're desperate for quick cash, choose that over church property and initiation rights.
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Then you get to choose a follower belief.
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This gives a benefit to each city that follows your religion.
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And by that, we mean at least 51% of the people in the city are following that religion.
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Regardless of where it is.
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So if your religion spreads to another empire, they will get the benefit of follower beliefs.
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Of course, you'll probably have most of your own cities following your religion.
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So they will get this benefit.
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But you know, it's just worth knowing that you're sharing the wealth with others.
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Now, the reverse is also true.
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So if one of your cities is converted to another religion, that city will get the follower belief of that religion.
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And that means that if you never get your own religion, you can at least get some benefit
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when one of your cities converts to another empire's religion.
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A follower beliefs should also be chosen with an idea of circumstances and the victory type you're pursuing.
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For instance, cathedrals not only let you purchase cathedrals with faith,
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but also add plus one faith culture and happiness.
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And they also give you a slot for a great work of art.
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If you're going for a culture victory, this can be powerful.
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Divine inspiration is good if you plan to build a lot of wonders.
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And feed the world is just a good all-around belief.
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Now, once you've found it a religion, you can get additional great prophets.
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And one thing you can do with another great prophet is enhance your religion.
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This will let you choose an enhancer belief and one added follower belief.
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For enhancer beliefs, I would probably choose religious unity if you have a number of city states near to each other
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since they will ramp up your followers and help put religious pressure on other empires.
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If you're pursuing a science or a culture victory and are mostly defensive against other empires,
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defender of the faith is a good pick.
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If you decide to pursue the piety social policies,
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adopting the reformation policy will let you add a reformation belief.
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Charitable missions is very good if you're seeking a diplomatic victory.
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Jesuit education is great for a science victory,
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and sacred sites is good for a culture of victory.
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But as always, consider your own circumstances when evaluating these beliefs.
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In addition, if you are Byzantium,
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you get one added bonus belief which can come from pantheon, founder, follower, or enhancer pool.
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So that is very handy.
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All in all, you can wind up with one pantheon benefit, one founder belief, two follower beliefs,
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one enhancer belief, and one reformation belief for a total of six, or if you're Byzantium, seven.
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Now, what about spending this?
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Faith is a research that can be used to purchase buildings or units if you have chosen the right set of beliefs.
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Faith can even be used to generate more faith.
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If you have already enhanced your religion using a second great profit and then get a third or a fourth one,
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you know, you can use them to create holy sites.
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These yield plus six faith and can yield added culture or gold with the appropriate policies.
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And once you reach the industrial era, faith can be used to purchase other great people if you've completed the appropriate policy tree.
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Now, if you complete tradition, you can use faith to produce great engineers.
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If you complete honor, you can use faith to produce great generals.
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If you complete commerce, you can use faith to produce great merchants.
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Exploration gives you great admirals.
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Rationalism, great scientists, anesthetics, great writers, artists, and musicians.
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Now, what are some of the strategic considerations here?
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First of all, you can win this game without getting a religion.
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It's just a little more difficult because of all the benefits you can get from a religion.
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You can get a quick boost if you can be the one to build Stonehenge, since that yields five faith per turn.
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Otherwise, research pottery and build a shrine to start the faith generation going.
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If you make it your focus, it's not hard to do, but that is the problem.
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You cannot, in all cases, make it your focus because there are other things you need to do.
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You need to explore a lot early on.
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So it's usual to build at least one and often two scout units as your first builds.
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You want to find the ancient ruins, i.e. goody huts.
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The nearby city-states, any natural wonders, nearby barbarians, and other players.
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And if you do have nearby barbarians or nearby opponents, you may need to build a few military units.
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And to get your city to grow, you need to build improvements on your tiles, and that requires building a worker unit or two.
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And you'll want to settle two or three more cities, which means building settler units.
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Balancing all these demands is the skill you need to be successful, and that is the essence of all of the 4x games.
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So, with that, this is Ahuka for Hacker Public Radio, signing off, and is always encouraging you to support Free Software.
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Bye-bye!
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