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198 lines
13 KiB
Plaintext
198 lines
13 KiB
Plaintext
Episode: 4270
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Title: HPR4270: Playing Civilization IV, Part 4
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4270/hpr4270.mp3
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Transcribed: 2025-10-25 22:19:40
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---
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This is Hacker Public Radio Episode 4,270 for Friday the 13th of December 2024.
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Today's show is entitled, Playing Civilization 4 Part 4.
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It is part of the series' computer strategy games.
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It is hosted by Ahu Kahn and is about 16 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 Kahn, welcome to you to Hacker Public Radio and another exciting episode
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in our ongoing series on computer strategy games and I'm continuing our look at Civilization
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4.
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Now, what we want to talk about this time is the idea of the leaders of the various civilizations
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in the game because that's an important advance in Civilization 4 and it continues to develop
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as we move into Civilization 5 and Civilization 5 and Civilization 6 and we'll eventually get
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around to talking about.
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Each leader will have two attributes that provide bonuses to your empire and so it makes
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them important in a way that you look at the leaders in earlier versions of Civilization,
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they were kind of interchangeable.
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It didn't really make a whole lot of difference which one you picked.
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It starts to make a lot of difference in Civ 4 and that will continue.
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Now, note that the Beyond the Sword expansion which is what I'm talking about because that
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is the most developed part of the game, that's when they stopped work, that's when that
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came out.
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And that added things beyond what was in the original version so you know, that's what
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I'm giving here.
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So what you have for leaders is different categories that they can fall into.
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One is aggressive and aggressive leader will provide free promotion to combat one for
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all melee and gunpowder units and the barracks and the dry docks have half the production
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cost.
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So obviously oriented towards combat.
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A creative leader will add two culture per turn for each city and libraries, coliseums
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and theaters have half the production cost.
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So that would be a good one if you were going for a culture victory.
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Plus two health per city and the granary and harbor have half the production cost and
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workers are produced 25% faster.
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A financial leader gets one additional commerce on any space that generates at least two commerce.
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So if you can, if you would normally get two, now you get three.
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And industrious leader gets a 50% production bonus on building wonders and can build the
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forge at half the production cost.
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An organized leader, 50% less civic upkeep cost and factories, courthouses and lighthouse
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have half the production cost.
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A philosophical leader, you get plus 100% great person generation and the university has
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half the production cost.
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A spiritual leader, no anarchy when changing civics and the temple has half the production
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cost as does the Christo Ridentor wonder.
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Charismatic leader plus one happiness in each city and 25% less experience needed for
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unit promotions and plus one happiness from the monument or the broadcast tower.
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An imperialistic leader, double the rate of great generals appearing plus 50% to settler
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production.
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A protective leader, archery and gunpowder units receive free drill one and city garrison
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one and wall and castle have half the production cost.
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Now these traits are assigned to specific leaders and that's what matters because some
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of the civs have several possible leaders.
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For example, the Americans can have George Washington, Abraham Lincoln or Franklin Roosevelt
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and the British can have Elizabeth I, Victoria or Winston Churchill.
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In addition to the traits and attributes peculiar to each leader, each of the civs has
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starting technologies that they begin the game already knowing.
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For instance, a number of civs start the game already knowing mysticism and mysticism
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is the only prerequisite for researching meditation and the first person to research meditation
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discovers Buddhism.
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So one of those civs will be highly likely to get Buddhism and if you're not one of them,
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your chances are very low.
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Remember, we talked about religion in the last episode.
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Even though the unique units, each civ gets a unique unit which takes the place of one
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of the regular units in the game and is more powerful than the unit it replaces.
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For example, there is an early military unit called the Axeman that all players can get.
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But if you are Greece, you get the phalanx as a replacement for the Axeman and it has
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an added 100% defense against chariots which are the main offensive units in the ancient
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era.
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And there is also a unique building for each civ which will provide some added benefits.
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Finally, each leader has a favorite civic and this is important in diplomacy.
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A leader will tend to be more friendly to other leaders who adopt his favorite civic.
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So with 34 civs and 52 leaders available in the game, there is a lot to consider.
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An in-depth examination of each possible leader would take up a lot of space so I will point
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you to a table that summarizes all of these and it is on the civ fanatic site and the
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link is in the show notes.
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Some study of this would repay your time and improve strategy.
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But the main thing is that there are 52 different options for starting a game and each one
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can either help or hinder your strategy.
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If you want to pursue a particular strategy, you should pick a leader that fits.
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Or if you let the random chooser pick your leader at the start, you need to carefully consider
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how to maximize the benefit by choosing a strategy that fits with that leader.
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Here is an example, suppose you want to conquer the world as soon as possible.
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The first thing I would do is take an aggressive leader.
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Among these are Alexander, Alexander combines aggressive with philosophical.
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Montezuma combines aggressive with spiritual, Hamarabi combines aggressive with organized,
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Budhika combines aggressive with charismatic, Tokugawa combines aggressive with protective,
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Genghis Khan combines aggressive with imperialistic, Kubla Khan, aggressive and creative, Stalin
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aggressive and industrious, Ragnar aggressive and financial, and Shaka aggressive and expansive.
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So we have ten possibilities here, no two of them are the same.
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You can build a strategy around any of them, but it would not be the same strategy.
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Well, what about the unique unit?
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Alexander has the Falanx, which is a good ancient unit, but is somewhat more defensive
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than offensive.
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The Zulu's Impi is another ancient era unit that is interesting.
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It isn't stronger than the spearman it replaces, but it has double the movement.
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With Stalin, you have the Russian unique unit, the Kassak, which replaced cavalry.
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Now that's kind of a mid to late game unit.
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The cavalry starts to show up in the second half of the game.
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So if you want to conquer early, Stalin might not be a really good choice.
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Now when you combine the traits of some interesting possibilities emerge, no one of them is definitively
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superior, it's just a matter of adapting your strategy to take advantage of the possibilities.
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For instance, just by picking an aggressive leader, you can build Barracks at half the production
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cost, and Barracks means the units you produce start out stronger, which is good.
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But there is more to consider.
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There is the saying that amateurs talk about strategy, but professionals talk about logistics.
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If you want to be successful, keep that in mind.
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For instance, there is upkeep, and armies cost you money every turn.
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They cost even more each turn if they're outside of your territory, which represents
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the cost of keeping them supplied.
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The mathematics of how this is done can be complicated, but if you want to look into it,
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again, the Siv fanatic site has a good explanation, and again, the link is in the show notes.
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But knowing this and knowing that finance is really important, an interesting combination
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might be aggressive plus financial, and there is one leader with that combination, Ragnar.
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The Vikings' unique unit is the berserker, which replaces the mace man, so it's probably
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closer to medieval and to ancient, but it comes with amphibious capabilities.
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On an archipelago map with lots of islands, this starts to look like a very interesting
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option.
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Another consideration is that you need to build roads to move your armies around quickly,
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and that requires workers.
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So the expansive trait here might make Shaka a good choice.
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And he has the MPS's unique unit, which is also very mobile.
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The point is that each of these leaders can fit some strategies and circumstances, but
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no leader fits all strategies and circumstances.
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And of course, we just looked at the possibilities for a conquering victory.
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Because you wanted to be more peaceful and maybe go for a culture or a science victory,
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then I would start by looking at leaders with the protective trait.
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These are Saladin, Protective and Spiritual, Mao Zedong, Protective and Expansive, Qin
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Shi Wang, Protective and Industrius, Churchill, Protective and Charismatic, Charlemagne, Protective
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and Imperialistic, Tokugawa, Protective and Aggressive, Wang Kong, Protective, Financial,
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Sitting Bull, Protective, Philosophical and Gilgamesh, Protective, Creative.
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So again, we have nine possible leaders and no two alike.
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Now the reason you might want to go with a protective trait is so that you can protect
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your empire while focusing more on either culture or science.
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Now just having the protective trait is not enough, you need to build up your armies to
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a sufficient strength that they deter aggression from other players.
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And you also need to continually upgrade your forces to keep up with the other players.
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You don't want to be defending with axemen when the others are attacking with cavalry.
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If you're going for a science victory, you will naturally be researching the new technologies
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that give you more powerful units, and that suggests maybe a combination of protective
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with philosophical, which sitting bull has might be a good choice.
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But another way to look at it is to pick industrious as your second trait, because you'll want
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to build all of the science buildings as fast as possible.
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And when you have researched a new military technology like gunpowder, you can use your
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forge to crank out the new units.
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Now culture is an interesting option that appears here for the first time.
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As in Civ 3, culture expands your borders and gives you more territory.
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And another holdover from Civ 3 is that cities can flip allegiance from one player to another
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when there is a large imbalance in culture.
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And cities get a defensive bonus as the level of culture goes up.
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The victory condition is to have three cities with legendary culture, which on normal game
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speed would be 50,000 culture.
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On epic or marathon, it goes up.
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But knowing you need to get three cities to this level means you have to be strategic
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about earning culture and not spread it willy nilly over your empire.
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So the starting point is to pick a leader that gives you advantages, and generally that
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means you want to go with a creative leader.
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Two leaders get added to culture per city, and that's two per turn, so it does add up.
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And they get production bonuses for libraries, two additional culture per turn, and theaters,
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three additional culture per turn.
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Now these leaders are Willem von Orange, creative financial, Hatshepsut, creative spiritual,
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Zara Yakhub, creative and organized, Louis XIV, creative and industrious, paracles, creative
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and philosophical, Sir Yavarman II, creative and expansive, Kublik Khan, creative aggressive,
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Catherine, creative imperialistic, and Gilgamesh, creative protective, again nine leaders,
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all different.
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So when you look at the culture bonuses from religious buildings, Hatshepsut looks like
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an attractive choice.
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But another very reasonable choice is philosophical because you get more great people, which is
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a source for a lot of culture as well.
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So paracles is also a good choice if you're going for a culture victory.
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And wonders can be a great source of culture, so the bonus from industrious makes Louis XIV
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a good choice as well.
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So to sum it up, you can win with any leader, but picking one that fits your goal makes
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it easier.
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Learn to modify slightly what you do for each leader, therefore.
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If you go with Hatshepsut, you need to commit to heavily invest again in promoting religion
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as your primary strategy.
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Whereas with Louis XIV, you will be preparing to build wonders and you want to orient your
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strategy that way.
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But that isn't all we need to consider.
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So the next time, we're going to talk about civics.
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So this is Ahuka for Hacker Public Radio signing off and is always encouraging you to support
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free software.
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Bye bye.
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License.
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