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183 lines
11 KiB
Plaintext
183 lines
11 KiB
Plaintext
Episode: 4430
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Title: HPR4430: Playing Civilization V, Part 1
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4430/hpr4430.mp3
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Transcribed: 2025-10-26 00:37:11
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---
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This is Hacker Public Radio Episode 4,430.
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For Friday the 25th of July 2025, today's show is entitled, Playing Civilization V, Part
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1.
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It is part of the series' computer strategy games.
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It is hosted by AHUKA and is about 12 minutes long.
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It carries a clean flag.
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The summary is, we start our look at the game mechanics of Civilization V.
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Hello and welcome to Hacker Public Radio.
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This is AHUKA, welcoming you to another episode in our ongoing series on computer strategy
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games.
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And last time we introduced Civ 5, now we're going to start getting into the mechanics of
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it.
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Now I'm playing Civ 5 using the Brave New World's expansion, which is the final version
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of the game and I have it on Steam.
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So that is the platform behind everything that follows.
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Steam does keep track of certain statistics, and it showed me that I've actually spent
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more time playing Civ 5 than I have on Civ 6, which surprised me since I've pretty
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much played Civ 6 most of the time since it was released, but since Civ 5 is such a good
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game, that's not a complete surprise.
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Now the biggest thing you'll notice right away is that the map no longer uses squares.
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Civ 5 and later Civ 6, and I'm now at the time I'm recording this, I've seen Civ 7,
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so it continues, that they are all based on hexagon tiles.
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So the BFC, which is the big fat cross, is out now.
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When you settle a city, you immediately get the center hex tile and a ring of 6 hexes
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around it, but as your culture grows you get additional hex tiles, up to the third ring
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of hex tiles around the center.
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The second ring will have 12 tiles and the third ring will have 18, so the total number
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of tiles you can theoretically work in a city is 36, not counting the city center.
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In practice you will rarely get this far, particularly since some tiles might be unworkable
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for some reason like ice or mountains.
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Also spreading out your cities to get the maximum tiles is not a good strategy.
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There should be some overlap between your cities since growing your empire is more important
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than growing individual cities.
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What this means in practice is that your city will have more tiles at any time than are
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being worked.
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So managing what your citizens are doing is important.
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If you open the city screen you will see citizen management in the upper right corner.
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Click on that to open it and you will see that you can make a general assignment for
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the direction of your city.
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You can leave it in default if you wish or you can choose to emphasize food, production,
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gold, science, culture, great person or faith.
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In addition there is a selection that might puzzle you at first to avoid growth.
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Now the reason you might want to do that is that you have a happiness problem and every
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added person creates more unhappiness so it actually is a useful button.
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Under this you will see great persons which tells you which great persons are being produced
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and how much progress you have on each of them.
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Below this are the specialist buildings and this ties into citizen management because
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certain buildings hold slots for specialists.
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Now these are citizens that have been removed from the usual citizen roles of farming, mining
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etc.
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And after clicking the citizen management on the right the map of the city will also change
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to display each of the tiles and what if anything is happening on each tile.
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A green circle with a picture of a person's head is a tile that is being worked by a citizen.
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A blank black circle is not being worked at all.
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A black circle with two swirling arrows inside is a tile that is within three tiles of
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the city center and could be worked by this city.
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But it's currently being worked by another city.
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Remember that we said there will normally be an overlap between cities.
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Now if you click on the tile it will transfer to this city and no longer be worked by the
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other city.
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If you click on a tile that is currently being worked, in other words one with a green
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circle the citizen will be taken off of working that title.
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You can that tile.
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You can then do either of two things to reassign the citizen.
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If you click on a tile with a blank black circle that citizen will now be assigned to work
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this tile.
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Or you can go to the specialist buildings on the right, click on a slot with a blank
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black circle and assign the citizen to being a specialist.
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Depending on the building involved you can thereby produce additional science, gold,
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culture, etc. from this citizen who is now a specialist.
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Now if you're new to this kind of game you might want to let the governor handle things
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for you at first and maybe just change the focus of the city on the large scale instead
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of micromanaging your citizens.
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Now I generally focus on food early on because more food is how you get more citizens and
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more citizens is how you get more tiles and more output from your city.
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But if you start to fall behind in science that is bad.
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So you might want to increase your assignment of citizens to science to prevent that.
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If you're under attack or just need to deter attack you might want to build more units.
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And that suggests putting more of your citizens into high production tiles and production
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specialist buildings.
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Overall the key to all 4x games is balance so you need always to devote some resources
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to science, some to culture, some to your military and so on.
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Now the other topic I want to discuss at this point is social policies and this is something
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that is a big change in Civ 5 from what went before.
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Now in Civ 5 your system of government is now determined by the social policies you
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implement.
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The game mechanic is that you earn culture points by a combination of buildings, wonders,
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great persons and specialists.
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And when you accumulate a sufficient number of culture points you can adopt a policy.
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Now there are 9 policy trees in the Brave New World expansion.
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But in the very early stages of the game you only have access to 4.
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The other 5 get unlocked as you go along and move into different eras.
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Generally tradition and liberty are the best in the early game, though there are some interesting
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strategies that employ the other policy trees, but for a first time player I would recommend
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tradition as the safest bet while you are learning.
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Liberty is designed for a strategy of lots of cities, but that is risky because of the
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happiness mechanic that penalizes you for adding cities and adding population.
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The first time you get a bunch of culture points you need to unlock a policy tree.
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Then the next time you can select a policy to implement.
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You can mouse over the icons to see what each policy does so you can make an informed choice.
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You cannot implement policies on the lower levels of the tree until you have implemented
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all the prerequisites.
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Note that the number of culture points you need to accumulate in order to add a policy
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continually rises through the game.
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So one thing you have to do is keep adding culture generators.
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And to illustrate this we will take a look at the tradition policy tree.
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As it appears in the Brave New World expansion which is the final form of sit 5.
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So first up you have to unlock the tree.
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And unlocking brings you benefits right away.
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When you unlock tradition it increases the rate of border expansion in your cities by 25%.
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Now city borders expand as you gain culture.
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One more reason to keep up with the culture generation.
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And faster expansion means faster access to those resources that are just outside your
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starting city limits.
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Also you get plus 3 culture per turn in your capital and it unlocks the ability to build
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the hanging gardens wonder.
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Then you accumulate some more culture and you can choose between two policies.
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Aristocracy and oligarchy.
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Aristocracy gives you plus 15% production when building wonders and plus one happiness
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for every ten citizens in a city.
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Oligarchy in contrast gives you zero maintenance costs for garrisoned units and cities with
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a garrisoned unit gain plus 50% ranged combat strength.
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Yes the cities themselves have ranged combat capabilities in sit 5.
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The next role of policies contains legalism and that requires you to already have oligarchy
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as a prerequisite.
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It provides you with a free culture building in your first four cities.
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The last row contains two policies and both of them require legalism as a prerequisite.
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They are monarchy and land a delete.
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Monarchy gives you plus one golden your capital and minus one unhappiness for every two citizens
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in your capital.
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The delete provides plus 10% growth and plus two food in the capital.
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Finally, if you complete the tree by adopting all of the policies you get a plus 15% growth
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in all of your cities, a free aqueduct in your first four cities and the ability to purchase
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great engineers with faith once you reach the industrial era.
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Now note that I said if you complete the tree.
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You are under no obligation to do so.
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I find aristocracy to be rather less useful unless I am going after a lot of wonders.
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And I tend to not go after wonders early on anyway.
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So I might go oligarchy then legalism then land a delete and then move on and maybe pick
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up aristocracy later on when I start going for wonders.
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You could unlock tradition, adopt oligarchy and garrison all of your cities and then decide
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to unlock honor because it adds even more benefits for a strategy of going to war and
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wars of course can be useful.
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For example there is nothing wrong with letting another player build a wonder you covet
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and then simply conquering the city and getting a wonder that way.
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Or if you want to play a religious strategy you could unlock the piety tree.
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The only rule you have to follow and the game enforces it is that you have to meet the
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prerequisites for any policy you want to unlock.
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You cannot possibly adopt all of the policies available.
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And the four trees given above are just the ones available from the start in the ancient
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era.
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As the game progresses you will gain access to five more policy trees.
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In the classical era which comes surprisingly fast you get access to patronage and aesthetics.
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In the Bideedal era you get access to exploration and commerce and in the Renaissance era you
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get access to rationalism.
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And once you reach the modern era or have three factories whichever comes first you can
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choose among three ideologies, freedom, order and autocracy each of which have their own
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set of policies to adopt.
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The point is that you can't have all of them so you have to make choices.
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If you want to conquer the world the honor tree will be important.
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If you want to try a science victory the rationalism tree is important.
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And that is the underlying principle in all civ games.
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You have to choose a course of action that fits your strategy and adapt your strategy
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to fit your circumstances.
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If you are always choosing the same policies in every game you are missing a key point.
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So this is a hookah for Hacker Public Radio signing off and is always encouraging you to
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support FreeSoftware.
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Bye bye!
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You have been listening to Hacker Public Radio as 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 you click on our contribute link to find out
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how easy it leads.
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Hosting for HBR has been kindly provided by Anonsthost.com, the Internet Archive and
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R-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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