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210 lines
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210 lines
13 KiB
Plaintext
Episode: 3840
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Title: HPR3840: Playing the Original Civilization
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3840/hpr3840.mp3
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Transcribed: 2025-10-25 06:21:41
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---
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This is Hacker Public Radio Episode 3840 for Friday the 21st of April 2023.
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Today's show is entitled, Playing the Original Civilization.
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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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The summary is, hence on playing the game, that started it all.
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Hello, this is Ahukah for Hacker Public Radio and I am welcoming everyone in the sound
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of my voice and what I want to do now is I want to continue on talking about games.
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I am going to continue with the original civilization.
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What I want to do is give some hints about playing it, if you were interested in perhaps
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doing that.
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As I said, the original civilization looks pretty primitive these days, but the basics
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of the gameplay were there, really from the beginning, which is why it is regarded as
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one of the all-time great games and founded a dynasty that goes on to this day.
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This is not going to be an in-depth guide to playing this game.
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Now, there is a civilization wiki that has a good in-depth guide.
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I have a link in the show notes if you want to dive in, but there are some principles
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worth bringing up, many of which continue to be useful through later versions of Siv.
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First is the end of turn.
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Siv is a turn-based game, which means that the action takes place into discrete turns.
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I just turn-based work better for this game than so-called real-time.
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I think it's because I encourage you to think about what you're doing.
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That can even extend to micromanaging, which is how you become an expert.
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It doesn't mean you're forced to do it, however.
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It's your game, and you can do it any way you like.
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Sid Meier says that the major lesson he has learned in creating games is that it's
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the player who should be having the fun, not the developer.
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But one thing I always do is make sure my game will stop at the end of the turn and make
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me end it by pressing a button.
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I always do that because I may want to take some additional actions, such as modify my
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build cues in some of my cities, or engage in some diplomacy, or some trading, or what
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have you.
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Now, in my version, and this is the original set, it's part of the Civilization Chronicles
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box set, it's the Windows version, you go to File, then Options, and then click on End
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of Turn to turn this on.
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Now, if you have a different version, you might need to look for the option, but it should
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be there for all Civ games.
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Now, the next principle that you want to get up to speed on is that in the early versions
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of Civ, in particular, the key unit is the city, not the Empire, or to put it another
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way, and Empire is nothing more than a group of cities.
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Everything happens in cities and in a fairly simple way.
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Buildings are located in cities, and there is no limit to how many buildings you can build
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other than your money and resources.
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Each city has a production potential, shown as the number of shields it has available.
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Now, shields is the visual cue for this in the early Civ.
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Later on, it becomes hammers, and you know, there's a variety of ways of displaying it,
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but it's basically in Civ 1, each shield is equal to one unit of production.
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So a city with lots of shields available can build buildings faster than a city with
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only a few.
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You cannot transfer production from one city to another except in two cases.
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You can build a caravan.
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Now, caravans are useful for creating trade routes, but you can also use the caravan to
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add shields to a wonder of the world's project.
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This was a nice trick in the original Civ and in Civ 2, it was eliminated in Civ 3.
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The other way is by building a unit in one city, moving it to another, then deleting
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the unit there.
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Some part of the shields it took to build the unit will be added to your production,
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but this is a very wasteful way to transfer production.
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I really only do it when I am demobilizing after a war to save support costs, and then
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what I'll do is I'll make sure I'll move my units into cities that can use the additional
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production and demobilize them there.
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Now related to the idea of the city being the principal unit is that there is no real
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concept of national territory in Civ 1.
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You can march a unit right up next to someone's city, park it there, and they may not do anything
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depending on the state of your relationship with them.
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If you're at war or hostile, they may attack the unit, but not always.
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They may hope you will attack them and lose if they have fortified units behind city walls.
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Every unit has to be built in a city, so building a large army requires more cities, and
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every unit has to be supported by a city.
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Normally this would be the city that created it, but there are limits.
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Units need support in the form of production, i.e. shields.
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If they're settlers, they also need food.
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If you run out of the needed resource, you would get a message that the city can no longer
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support the unit, and it has been disbanded.
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One way to avoid this is to re-home the unit to another city.
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Just move the unit to a new city, and when it is inside, press the H button, and now this
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new city will take over the support duties.
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Military units have three numbers that define them.
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Your first unit is a militia unit you create shortly after settling your first city, and
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it is listed as 1,1,1.
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The first number is your attack strength.
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The second is your defense, strength, and the third is your movement.
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This is not a powerhouse unit, obviously, but in 4,000 BC, you're not likely to run
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into anything stronger.
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I generally build three militia units right away.
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One is to keep at home for defense, the other two are set out to explore.
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You want to know what territory is around you, plan on sites for new cities, and most
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important, seek out the goody huts.
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These actually have other names and different versions of SIF, but everyone always calls them
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goody huts.
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You may get 50 gold from visiting one, or discover scrolls of ancient wisdom that reveal
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attack.
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Best of all, you may find an advanced tribe that instantly creates a city to join your
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civilization.
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But there is a potential problem in both SIF and SIF, when you explore a goody huts,
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you may awaken a bunch of barbarians, frequently they're weak enough to not be a real danger,
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so it's usually a risk worth taking.
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These first units can become a bit better if they become veteran.
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You become veteran by being built in a city with barracks, or you have a chance of getting
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promoted if you win a battle.
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Now veteran units are 50% stronger on attack and defense.
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Now you can get the ability to build stronger units through researching technologies.
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For instance, a good early defensive unit is the phalanx, which has the numbers 1, 2,
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1.
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Attack strength is only 1, but defense strength is 2, so defense twice as well as a militia
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unit.
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And that's unlocked when you research bronze working.
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Now barracks are a good way to build veteran units which are stronger, but there's a catch.
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There are two texts that wipe out your existing barracks, and they are gunpowder and combustion.
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Gunpowder unlocks building musketsmen, and combustion unlocks building tanks.
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They make all of your barracks obsolete, and they are removed from the game.
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So expert sift players know that the minute they start researching one of these technologies,
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they should go through all their cities and sell their barracks for 40 gold a piece.
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Now in sift 2, they made a friendly change to have the game sell them all for you and
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save you the bother.
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Now to money, IE gold, as it's all I referred to.
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Now this can get confusing because we use gold to refer to the generic money, but gold
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itself can also be a resource in versions of sift.
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But Sid Meier himself has said the key to winning siv is to focus on the money.
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Now you get money in several ways.
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It's produced by trade that cities generate, and building roads helps to increase this.
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You can also develop trade routes when you've unlocked the technology for trade, and you
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do that by building caravans and sending them to other cities.
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You get a small amount of gold when the route is established, and then a little bit each
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turn.
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Early on this isn't a lot, but the longer the route is around, the more gold it produces.
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You can also sell buildings to generate gold, though never enough to pay back all the
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production you put into them to begin with.
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And you can demand tribute from other sivs, though that depends on whether you are sufficiently
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stronger than them.
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And of course in the early game, goody huts are important for this.
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While it isn't a lot of gold they provide, it comes when gold is scarcest.
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This is important, because every building you build requires maintenance, which for
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early buildings is one gold per turn, but it goes up for the more sophisticated buildings
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of later eras.
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Run short of cash, and the buildings will get sold off to raise the money.
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Then there is how you allocate your revenue.
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It can be used to fund three things, your treasury, your science, and your luxuries.
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This is of course important, since you can't win without researching tax, and if you fall
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behind the AI, it can get pretty bad.
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Luxuries are important for keeping your people happy, because if they get unhappy, the city
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will revolt, and all production will cease.
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And if you don't restore happiness right away, your government will fall, and your whole
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empire will be an anarchy.
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So how you allocate the revenue matters.
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Finally, you can take a citizen in a city and remove them from production and create
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a specialist, and one of your options is tax collector.
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Now, having a full treasury makes a lot of things possible.
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For instance, you can use a diplomat unit to go into a foreign city and bribe it to revolt
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and join your empire.
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Obviously, this works best if you have a very full treasury.
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And you can buy units and buildings.
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In the original DOS version, there was a buy button in the production screen, but in
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the Windows version, you had to go to the city menu, where you would have a buy unit or
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buy improvement button, depending on what was in the production box.
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Finally, some tips on happiness.
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When you found a city, the citizens will tend to be happy, but as the city grows, some
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will be unhappy, and they will show as red on the city screen.
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The number of happy citizens you can have before unhappy ones show up decreases, as the
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difficulty level increases.
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Now you can increase the number of happy citizens in several ways.
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The first, you can build buildings that increase happiness.
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Civ uses religion in these early games.
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It changes in later versions of civs, but in the first civ and really civ too, religion
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is kind of the opiate of the masses in this respect.
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So you build a temple, later on a cathedral, it just makes your people happy.
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Colosseum is also helpful for happiness, but has higher maintenance and lower effects
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than a cathedral, so you would always choose the cathedral first.
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Another way to increase happiness is through building wonders.
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Hanging gardens, Shakespeare's theater, JS Box Cathedral, Michelangelo's chapel, women's
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suffrage and cure for cancers, are all wonders that either make more people happy or fewer
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people unhappy.
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And last of all, you can create a specialist called an entertainer to make more people happy.
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Now, if you look in the city screen where you see the squares that belong to your city,
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the ones with icons for trade, food and production are the ones being worked by your citizens.
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If you click on a square that is being worked, that citizen will then become an entertainer,
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and the icon for that looks like Elvis, kind of a running joke and civ over several versions.
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And that means that instead of productively producing food, et cetera, he is now entirely
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devoted to entertaining the others.
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So, to sum up what civilization does, and this applies to all versions really, it makes
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you balance many competing needs.
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You need to have a military to defend yourself, but you also need to do scientific research
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and build buildings to improve your cities.
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You need to keep people happy and also make sure that your treasure is full.
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You need to explore the map, because unexplored areas are where barbarians are likely to come
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from.
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But the funny thing about all that, I found out my copy of Civ 1 to refresh my memory
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in some details, since it had been some time since I played it, and the next thing I knew
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several hours had gone by.
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So even though the first version is pretty unsophisticated, in comparison to later versions,
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I'd mostly play Civ 6 now.
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It still has that addicting quality that makes you play one more turn.
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So, this is Ahuka for Hacker Public Radio, signing off and encouraging you as always
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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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If you ever thought of recording a podcast, you click on our contribute link to find out
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how easy it really is.
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Hosting for HPR has been kindly provided by an honesthost.com, the internet archive and
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rsync.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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