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206 lines
12 KiB
Plaintext
206 lines
12 KiB
Plaintext
Episode: 4410
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Title: HPR4410: Civilization V
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4410/hpr4410.mp3
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Transcribed: 2025-10-26 00:23:01
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---
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This is Hacker Public Radio Episode 4,410 for Friday the 27th of June 2025.
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Today's show is entitled Civilization V. It is part of the series' computer strategy
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gains.
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It is hosted by Ahukah and is about 15 minutes long.
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It carries a clean flag.
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In the summaries, a first look at the next version of Civilization from 2010 Civilization
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V.
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Hello, this is Ahukah for Hacker Public Radio and I'm inviting you to join me in another
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exciting episode in our ongoing computer strategy games and we're going to start our discussion
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of Civilization V.
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Now in 2010 it was time for another installment of the Civ franchise to appear and that would
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be Civilization V.
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This time the lead designer was John Schaeffer.
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He got his start by writing mods for Civ 3, then became a beta tester for the Civ 3 expansions
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and for Civ 4.
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Then he joined for Exas and was a designer on the Civ 4 expansions.
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So putting him in charge of Civ 5 continued the tradition of developing talent within
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for Exas.
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His main associate in the design for Civ 5 was Ed Beach who would go on to design Civ 6
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and so it goes.
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As always you start in 4000 BC with a band of nomads, found your first city and start
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the research and building.
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Now those are the constant factors in Civ but Civ 5 really developed some of the features
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we saw in Civ 4 in ways that make the game really interesting.
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Now first you need to choose the empire you want to play and you have a lot of choices.
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The original game gave you 18 options then 7 more were added in various DLC and even
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more in the expansions until you could have 43 different choices to make.
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And choices matter, each of them comes with a particular ability, unique units, unique
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buildings, train improvements, starting bias, these are all things that can factor in.
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For instance Arabia has a starting bias to be located on a desert.
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That doesn't mean it will be completely on a desert 100% of the time but it will be
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drawn to starting there more often than not.
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The Dutch have a unique ability called the Dutch East India Company which means they keep
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50% of the happiness benefits from a luxury resource even if they've traded away their
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last copy.
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The French have a unique building called the Chateau which provides plus one gold plus
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two culture and a 50% defensive bonus to any unit on that tile.
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And the Ottomans have a unique unit called the Janissary which heals up to 50 damage points
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if it kills a unit and gets a 25% bonus when attacking.
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Put it all together and this means you have to match your strategy to the particular capabilities
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of the empire you are playing.
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If you are the Ottomans who are well suited to a conquest type of game, well the French
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Chateau is a big bonus for a culture victory.
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For every victory type there are several civs that are good candidates.
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You can either go for a random civ and then adapt your strategy to it or you can decide
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on the strategy you want to employ and pick a good civ for it.
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That said you will need to develop all aspects of the game.
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If you focus on culture and neglect your military someone will notice and decide you are
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easy meat and declare war.
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On the other hand focus on your military and neglect culture and you will not do well in
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getting your policies.
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And if you fall behind in science you will not have the new units to keep up in military
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or the new sources of culture.
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So you have to have a balance among all the areas and we've seen this over and over
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in different versions of civ I don't think it will ever change.
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Now the map is a big change and the one thing you will see right away is that the tiles
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are no longer square.
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They have changed to hexagons.
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Now you have various terrain types including snow and tundra, several kinds of forest
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and jungle and so on.
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And now you have natural wonders.
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These can give you bonuses just for discovering them and even more so if they are owned by
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you.
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So exploring the map early is important.
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Even more so to find out who your neighbors are and where they are located.
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If your neighbors are Greece or Mongolia for example you will want to build military units
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early because they will pounce on any perceived weakness.
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As to combat the map is tied to combat in an interesting way.
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The switch to hexagonal or hexagonal tiles was meant to work better with a new play
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role that only one unit could be on any given tile.
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You know in Civ 4 was a common strategy to build a stack of units on a tile and go off
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to stomp your enemies.
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The new one unit per tile feature on a hexagonal grid now makes for more interesting
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tactical choices such as flanking bonuses.
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It also makes the choice of terrain even more important with only one unit per tile getting
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a defensive bonus matters more.
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And of course arranging your units for a siege or battle is now more interesting.
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And what about the victory conditions?
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Well this is a bit simpler than Civ 4.
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As always you can win a science victory by being the first to build and launch a spaceship
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down the Centauri.
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This has been in Civ since the very first game Sid Meyer coded and in some form it is
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likely to persist.
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And of course you can achieve a domination victory.
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But this now only requires that you capture everyone else's original capital.
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You don't actually have to wipe them out.
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And the other kind of domination that was in Civ 4 has been dropped.
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You can win a diplomatic victory with the help of votes from other Civs and from city
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states in the United Nations.
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Now in the original game it was called World Congress.
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But the Brave New World expansion that became the United Nations, Brave New World expansion
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is the final version of Civ 5.
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So that's the one I'm discussing here.
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And there is a culture victory you can get from completing 5 out of 10 of the social
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policy trees.
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Now in Civ 5 you have 10 social policy trees that give you added abilities.
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For example the tradition tree has 5 policies and one of them is aristocracy.
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If you adopt that policy you get plus 15% production when building wonders in any era.
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And plus one happiness for every 10 citizens in a city.
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When you start you have 4 social policy trees available to you, tradition, liberty,
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honor, and piety.
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You have to amass culture to unlock them and to add the policies to your empire.
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And you get culture by things like buildings, wonders, and great people.
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So you need to amass culture throughout the game to get the benefits of the policies.
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And as the game progresses you have other policy trees open up to you.
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Another new addition to the game is city states.
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They are single city countries that are not competing to win the game but do offer additional
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gameplay possibilities.
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You can build relations with them.
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You can ally with them.
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You can get resources from trade with them.
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And they are central to winning a diplomatic victory because of their votes in the United
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Nations.
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Now later on in expansions that becomes the world council when you get to the voting.
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Or you can attack them and take them over which Mongolia is particularly efficient at.
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Each city state has a particular trait and in the base game they are cultured, maritime,
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and militaristic which affects what you can get from interacting with them.
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In the original Civ 5 religion was removed oddly enough but I guess they realized that
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was a mistake and it came back in a big way in the gods and kings expansion.
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Religion uses a resource called faith which joins food, production, and gold as the major
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resources in the game.
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When buildings give you faith certain tiles might give you faith and as you accumulate
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faith you can do things.
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Step 1 to get a religion is to found a pantheon and when you do you get to pick a bonus.
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There are a lot of them to choose from but once a bonus has been claimed by someone it
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is no longer available to anyone else.
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So if religion is going to be an important part of your strategy it pays to get going early.
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And when you have accumulated more faith you will learn a great profit.
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That profit can be used to found a religion and you will probably want to do that with
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your first great profit.
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Once you earn later can have other uses.
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In Civ 5 there is no victory condition for a religious victory.
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That does show up in Civ 6 but it was not an option in Civ 5.
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But the faith you generate can have other uses such as buying units and buildings.
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Then there is the great people.
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In addition to the great profit there are other great people, great artists, merchants,
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engineers, and scientists.
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Come from the specialists you have in cities that generate great people points.
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There is somewhat similar to the system that was in Civilization 4.
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Scientists are citizens in your cities who are not growing food or working in mines but
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rather assigned to work in appropriate buildings.
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Assign someone to work in a library and they will generate great scientists points for example.
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And when you get great people you can either get a one off boost or a long term benefit.
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Your great scientist could either give you a big boost in your science or increase your
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per turn science over time.
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Now national wonders.
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In previous versions of Civ we had world wonders such as the Pyramids which could only be built
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once per game but if someone else got to it first you would be out of luck then in Civ 4
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they introduced national wonders which could be built by any player but only once per
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game.
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And this persists now in Civ 5 with things like the national college.
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What makes these difficult to achieve is that there is a prerequisite building which
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mucks exist in every one of your cities before you can build the national wonder.
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For the national college for instance that building is the library.
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If you have a library in every one of your cities go ahead and build it.
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But if you keep building cities as the game progresses or conquer a few enemy cities you
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have to build libraries in all of them before you can start.
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It makes for an interesting strategic choice.
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You might delay settling another city so you can complete a national wonder you qualify
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for.
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Now as I mentioned there were two expansions.
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The base game was released in 2010.
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Gods and kings was the first expansion.
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That was released in 2012 and that was the one where they reintroduced religion.
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Another feature that was ignored in the original Civ 5 but brought back here and developed
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is espionage.
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With the combat system was overhauled a little to make battles more tactical and of course
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more of everything.
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Two new city state types, mercantile and religious were added and more city states were added
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and there were more text and so on.
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This is one of those rare cases where the expansion actually moved the game forward.
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Each new world followed in 2013 and introduced international trade as a game system.
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In the social policies area the policy trees were revamped and reduced to nine instead
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of the previous 10.
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Now in place of the 10th tree they inserted a module called ideology which is the late
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game expansion of the social area and archeology was added to buff up the culture victory and
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of course the usual new civs, new wonders and new scenarios that are part of most expansions.
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So how do you get Civ 5?
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Well you can get it on steam first of all.
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Now last time I looked you could get it for 29.99 which includes both of the expansions
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and also the DLC.
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Amazon has something called Civ 5 complete for 25.95.
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I don't think that includes the DLC.
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And good old games does not last time I looked have Civ 5 available and will probably
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show up there eventually because you know Civ 3 and 4 are there now so it makes sense.
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And the first Civ 2 are so old that I don't think good old games has them and at some
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point they deserve a merciful burial.
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So anyway that is enough on introducing Civ 5 so this is a hook up for Acro Public Radio
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so signing off and encouraging you all to support FreeSoftware.
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Bye bye.
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You have been listening to Acro Public Radio at Acro 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 you can click on our contribute link to find
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out how easy it really is.
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The website for HBR has been kindly provided by an honesthost.com, the Internet Archive
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and our Sync.net.
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On the Sadois status today's show is released under Creative Commons, Attribution 4.0 International
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License.
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