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185 lines
9.4 KiB
Plaintext
185 lines
9.4 KiB
Plaintext
Episode: 4450
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Title: HPR4450: Playing Civilization V, Part 2
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4450/hpr4450.mp3
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Transcribed: 2025-10-26 00:48:55
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---
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This is Hacker Public Radio Episode 4450, for Friday the 22nd of August 2025.
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Today's show is entitled, Playing Civilization V, Part 2.
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It is part of the series' computer strategy games.
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It is the 340th show of Ahu Ka, and is about 10 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 Ahu Ka, welcoming you to Hacker Public Radio
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in another exciting episode.
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In our ongoing series on computer strategy games,
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and we're now in Civilization 5.
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Continuing our look at some of the mechanics of this one.
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The first thing we want to take a look at in this episode
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is the topic of happiness.
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Keeping your population happy has always been a feature
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in Civilization games, but it takes a turn here.
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In early games, it was more of a city by city issue,
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and given city might have a happiness issue,
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but it didn't affect other cities that much.
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And a common strategy in early versions of Civ
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was to just make as many settlers as you possibly could,
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pump them out, build as many cities as you possibly could.
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In Civ V, that strategy has been decisively nerfed
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due to the happiness mechanic.
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Now, to begin, you can see your happiness level
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at the top of the screen.
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There is a smiley face icon with a number next to it,
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which represents your current level of happiness.
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As long as the level is zero or greater,
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in other words, positive happiness,
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the icon will be the usual yellow smiley face.
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In this condition, your empire grows as normal,
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and each turn, the happiness number,
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is added to the golden age counter,
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which is also visible at the top of the screen.
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Accumulate enough points on that counter,
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and you enter a golden age with bonuses.
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But if the happiness level falls below zero,
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your empire is unhappy.
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In this state, your production falls by 2% for every point below zero,
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and your gold revenue falls by 2% for every point below zero as well.
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Also, your units have reduced combat strength
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that falls 2% for every point below zero.
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Finally, your food accumulation,
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which feeds growth, falls by 75%.
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Now, if the happiness level falls to negative 10,
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it's worse. You are now very unhappy.
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Population growth stops completely,
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and you can no longer train new settlers.
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In addition, rebellions break out in the form of barbarians
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suddenly appearing in the middle of your territory,
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who will have your most advanced units,
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that your technology allows.
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Meanwhile, the reductions in production,
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gold revenue, and combat strength continue.
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If, for some reason, you let it go until you hit negative 20,
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some of your cities, particularly border cities,
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may revolt and join another empire.
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Now, this does not mean that falling to a negative 1 or negative 2
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for a few turns is all that serious,
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but what you need to watch out for is the gradual decline over many turns.
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You should be paying attention to the happiness level at all times,
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and plan to take action and deal with it.
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Now, if you want to know more about the factors that affect your happiness level
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at any given time, just mouse over, the happiness icon,
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and a pop-up window will give you details.
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You will see that some things add happiness,
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and other things produce unhappiness,
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and the happiness level you see is the net of those two.
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The things that add happiness begin with luxury resources.
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Chances are you will have access to one or two near your first city.
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Getting those resources developed through a mine or a plantation,
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whatever, and working them with a citizen will add happiness to your empire.
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Now, only the first copy of the resource adds happiness,
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but if you have a second copy, you can develop that and use it in trade
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with another empire to get a copy of one of their luxury resources.
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So, right from the very early stages of settling your first city,
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you'll be on the lookout for luxury resources you can develop.
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Building relationships with the independent city states
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can also bring you luxury resources that they have.
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There are many other sources of happiness.
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Every natural wonder you discover adds happiness throughout your empire,
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so exploration is important.
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For this reason, you'll find that most experienced civil players
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will make training a scout to explore.
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Sometimes two scouts, they're very first production in their first city.
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Finding natural wonders is not the only reason to do this, of course.
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Learning more about the terrain and finding good places for another city
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and searching out the goody huts, which in this game are called ancient ruins,
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are other good reasons, but it does make sense.
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Some buildings add to happiness as do some wonders,
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and there are social policies and religious beliefs that can add to happiness
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or equivalently remove unhappiness.
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But when we look at the causes of unhappiness, two things stand out,
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particularly in the early game.
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The first is how many cities you have and the second is your population level.
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Growing too fast too soon can kill you in this game.
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This explains why when we looked at citizen management
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there was an option to stop city growth in a city.
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If that would push you to a negative happiness level,
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it might be better to stop the growth temporarily,
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then maybe build a circus or something to increase happiness,
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and then let the growth continue.
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And it also explains why you might be better off not going to the Liberty policy tree route,
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at least early on, because it is designed to make you grow faster.
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For a beginning player,
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I would suggest the objective for the early game,
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say up to turn 120 or so,
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would be to have four good cities,
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build a library in each of them, then build the national college.
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Note that the national college requires you to have a library in each city before you can build it,
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and indeed most national wonders work similarly,
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which means if you keep building more cities,
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you never get to those national wonders until very late,
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and you will miss out on the benefits they give.
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The national college, for instance,
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gives the 50% boost to the science output of the city that builds it,
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and adds three science and one culture to the output of the city.
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If you get that 50% boost early in the game,
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it can propel your science throughout the game.
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If you don't get it until the industrial or modern era,
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you've given up a lot.
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Generally, by the time you get to turn 350 or so,
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happiness is not likely to be a problem,
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simply because you will have done enough things to add happiness.
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I find in my games that by this point,
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I may be comfortably in the plus 20 to plus 30 range,
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but in your early game, it matters a lot.
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Now, we mention eras,
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and that's another key concept.
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Eras unlock new policy trees,
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but they also unlock the World Council
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and the United Nations in complicated ways.
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And starting with the Renaissance era,
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you get a new spy every time you enter a new era.
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So these are some of the ways eras can matter in the game.
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Well, what are the eras?
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Well, we start ancient.
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You know, 4000 BC, that's ancient.
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Following that, you get to the classical era.
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You know, think of that as like Greece and Rome, that's classical.
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Then there's Medieval.
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Following Medieval, you have Renaissance.
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So, you know, Medieval, think Charlemagne.
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You know, Renaissance.
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Now we're starting to get to, you know, 14th, 15th century.
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Then the industrial era.
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Then the modern era.
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Then the atomic era.
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And then the information era.
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Now, in the game, these eras are defined by the technologies you have researched.
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And to be clear, different empires can be in different eras at the same time.
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The game will notify you when another empire has moved into a new era.
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So you're going to know where you are vis-à-vis the other players.
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You know, and if there are two eras ahead of you, you're in serious trouble.
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Now, see how this works.
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Open the technology tree by clicking on the science icon on the upper left.
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And you'll see that the tree is divided into sections along the top header.
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You can move from one era to the next when you either research all the technologies from the previous era,
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or research your first technology from the next era.
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From this, you can see that you can advance through eras pretty quickly by skipping over technologies.
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I'm not saying you should necessarily, but the game does allow it.
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And it might make sense in some circumstances.
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For instance, if you want a science victory, you'll want to unlock the rationalism policy tree ASAP.
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You know, get there as quick as possible.
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So rushing to the Renaissance era would make a great deal of sense.
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And then you can go back and pick up the ones you skipped.
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And given the way the text tied together is prerequisites, you'll end up having to do it at some point anyway.
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And another benefit to rushing eras is that the text from the early era become cheaper to research when you have moved up an era.
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It's kind of micromanaging to do all of this, but it is an available strategy.
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So, this is Hookah 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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You have been listening to Hacker Public Radio at HackerPublicRadio.org.
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Today's show was contributed by a HBR listening like yourself.
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If you ever thought of recording a podcast, then click on our contribute link to find out how easy it really is.
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Hosting for HBR has been kindly provided by an onstoast.com, the internet archive and our syncs.net.
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On this advice status, today's show is released on our Creative Commons Attribution 4.0 International License.
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