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178 lines
12 KiB
Plaintext
178 lines
12 KiB
Plaintext
Episode: 4210
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Title: HPR4210: Playing Civilization IV, Part 1
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4210/hpr4210.mp3
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Transcribed: 2025-10-25 21:24:35
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---
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This is Hacker Public Radio Episode 4,210 for Friday the 20th of September 2024.
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Today's show is entitled, Playing Civilization 4 Part 1.
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It is part of the series' computer strategy games.
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It is hosted by Ahokad, and is about 15 minutes long.
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It carries a clean flag.
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The summary is, we start our dive into the mechanics of this game.
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Hello, this is Ahuka for Hacker Public Radio.
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Welcome to another exciting episode in our ongoing series on computer strategy games.
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And I'm going to start digging into Civilization 4.
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So we're going to take a look at the details of this one.
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Now, first of all, it has to be said that Civilization 4 is where the Civilization franchise made a big leap in depth and complexity.
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Of course, every version makes changes, but if you learned on the original civilization,
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you could pick up the changes in Civilization 2 pretty easily and play the game with muscle memory from the first version.
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Similarly, Civilization 3 made a few changes, but you could adapt fairly easily from Civilization 2 and get up and running.
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But with Civilization 4, major changes took place.
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That kind of pointed the way to how Civilization would develop in Civilization 5 and Civilization 6.
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Now, that said, there are things that don't change.
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You still start out in 4,000 BC with a tribe of nomads that is ready to settle down and make a city.
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You will then need to make units to defend your cities or attack other civs.
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You will build buildings to improve your cities, and you will use your worker units to develop your lands.
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And you can still earn a science victory by sending a spaceship full of colonists to Alpha Centauri,
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or a domination victory by sending your armies on a rampage of devastation among your enemies.
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But the victory conditions have changed a little.
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We've got new victory types here.
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The first one is conquest.
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Now, conquest is pretty straightforward, just eliminate all of the competition.
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That's always been an option in Civilization.
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But here's a new one.
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Cultural have three cities with legendary culture.
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That's a brand new one.
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And there's domination.
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Domination is different from conquest.
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Have at least 30% of the world's population, and at least 65% of the world's land area.
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Space race, right?
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Again, this is one that we've had all along, and that's the first to land your colonists on Alpha Centauri.
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Diplomatic.
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That's another brand new one.
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Be elected world leader by the United Nations, or in the beyond the sword expansion,
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you can be elected by the Apostolic Palace, reflecting the increased importance of religion.
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And finally, high score.
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If no one has won by any of the other victory types, just mention the game ends in 2050 AD,
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and this is what the highest scores the winner.
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So, in looking at this list, three things tell you something about the new features.
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The cultural victory, the diplomatic victory, and the Apostolic Palace variant on the diplomatic victory
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reflect some of the changes in this version.
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Religion in particular is starting to advance past the opiate of the masses that was originally in civilization,
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and begins a development that will continue in civilization five and civilization six.
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This is one of the changes we'll begin to.
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Others include new tile improvements, expanded resources, an SB&R system,
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and a whole civic system that modifies your government.
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Finally, as Soren Johnson made clear in the quote that we looked at in the previous episode,
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this game is made to be modded.
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And I think that from civilization four on, you have to consider mods when you look at the game.
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Now, a quick search for civilization four mods will give you plenty of leads on good possibilities.
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Now, here's just a few that I found, and I've got some links in the show notes,
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if you want to try any of these out.
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So, first was a page I found is best mods for civilization four worth trying out.
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Alright, so you get a lot of ideas there.
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Another one, mod DB's civilization four beyond the sword mods.
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Another page, civilization four beyond the sword mods.
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Another one, five best mods for civilization four.
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So these are all web pages that you know will give you then additional links to specific mods,
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and you can try them out.
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Now, the first thing to point out is that some mods actually ship with the game.
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Now, when I'm playing Civ 4, I will play beyond the sword, which is the final expansion.
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And when I start the game, I can click on advanced, then load a mod,
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and I can choose from 12 mods that are already there.
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Among them are final frontier, a mod that puts the civilization four engine in a space environment.
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And there is also the very popular rise and fall of civilization,
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which changes the game to more closely match the actual history.
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Such that, for instance, civilizations arise and die at various times throughout the game.
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These are examples of mods that alter the gameplay.
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Others create fantasy environments, or recreate master of Orion 2 with the Civ 4 engine, and so on.
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So you can see there's a lot to look at here.
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The other category of mod is one that improves the interface.
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Civilization games have a ton of information available, but it is not always easy to access.
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That is one reason why modders have created these improvements.
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Now, the one I recommend for any player is an example of this, and it is referred to as bug,
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which is an acronym for Beyond the Sword, Unaltered Gameplay,
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and a further development called BAT.
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As implied, this does not change the gameplay in any way.
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It just improves on the interface in ways that make the game easier to play.
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Now, you can get both bug and bat mods from Source Storage.
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But note that these mods are only available for the Beyond the Sword expansion.
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This is because they are written in Python, and that capability was only added in Beyond the Sword.
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In earlier visions of Civ 4, the mods available tended to be done as XML,
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and you only needed to drop the file into the mods folder.
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There is a useful download site for mods at Civ Fanatics, again, link in the show notes,
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and this site also has instructions on installing mods.
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So this is a good place to get up to speed.
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I encourage anyone to check these out, but of course the game is perfectly playable without using any mods,
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particularly if you go to the last expansion of the game Beyond the Sword.
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But the wealth of mods available make this game infinitely replayable.
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Note, installing the BAT mod on my Steam version of Civilization 4 has so far not worked for me.
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There may be some trick I have in stumbled across on how to do that.
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But I also have Civ 4 in my Good Old Games account.
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Now, good old games can connect to Steam and pull all of your games into the Good Old Games Galaxy application,
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and that is often easier to deal with.
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Now, you can get this at Good Old Games Connect, link in the show notes,
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and in Good Old Games I found it a lot easier.
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I located the zip file for the mod at Source Storage,
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copied it into the mods folder for Civ 4 and extracted it there.
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Now, when I start a game of Civ 4 in Good Old Games Galaxy,
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I can go to the advanced option when starting and load the BAT mod.
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Okay, another thing we want to talk about, and this is a big change, tile improvements.
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One of the issues with earlier versions of Civilization was that the only choice you had for tile improvements,
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in most cases, was to either irrigate or mine the tile.
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So you would plop one or the other down on every tile,
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and the only decision was which one to build.
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The Civ 4 team wanted to shake that up by introducing new tile improvements,
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and they really did it in a big way.
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Now, here are the improvements you can build in Civ 4.
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The camp.
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This is unlocked with hunting, and lets you improve sources of deer, firs, and ivory.
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The cottage.
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Unlocked with pottery.
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This is an important improvement to build your economy over time.
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Now, it does have to be worked.
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In other words, you must place one of your population on it.
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If worked, it grows over time into a hamlet, then a village, and finally a town,
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and the commerce produced grows with each level.
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So it may not produce a lot for you right away,
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but if you make the early investment, it can pay off big in the later game.
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It's never a mistake to have a very healthy treasury in any of these Civ games.
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Farm.
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Okay, we've had those before.
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This increases your food yield, but it's also necessary to unlock the corn, rice, and wheat resources.
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You have to build a farm on them to get the benefit.
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Now, fishing boats, which is unlocked with the fishing technology.
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This tile improvement is not built by a worker, but by a work boat unit.
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Now, you need fishing boats to get the benefit from clams, crabs, and fish.
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Also note that unlike worker units, work boats are used up when they create fishing boats or waddling boats.
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See, I'll come back to that a little bit.
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Forest preserves were added in beyond the sword.
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That's unlocked with the scientific method, adds happiness, potentially some commerce, and may cause the forest to spread.
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Fort, unlocked with mathematics, gives a defensive boost to units that are stationed in it.
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Lumber mill, unlocked with replaceable parts, adds to the production output of forests.
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Mine, unlocked with mining, increases production output, necessary to produce mineral resources like copper and iron.
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Offshore platform, unlocked with plastics, necessary to utilize oil resources on ocean tiles.
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Pasture, unlocked with animal husbandry, it improves cows, horses, pigs, and sheep.
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Plantation, unlocked with the calendar, it improves bananas, dyes, incense, silk, spices, and sugar.
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Quarry, unlocked with masonry, it improves marble and stone.
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And roads and railroads, roads unlock with the wheel, and railroads unlock with railroads.
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Mostly add movement, but railroads can add production to mines, lumber mills, and quarries.
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Note that unlike earlier versions of Siv, roads do not add commerce any longer.
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Water mill, unlocked with machinery, adds production, can add food or commerce when some civics are discovered.
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The well, unlocked with combustion, and allows oil production on land.
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Whaling boats, unlocked with optics.
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They're the other thing that are built by workboat units, and they improve whale resources.
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Windmill, unlocked with machinery, adds food and commerce.
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Winery, unlocked with monarchy, it improves wine resources.
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Workshop, unlocked with metal casting, it adds production.
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Note that many of these improvements can have added effects when certain civics or technologies are discovered.
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For the details, I recommend a page on the civilization wiki, and there are links in the show notes for this.
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Also note that one of the changes in Civ 4 is that there are more resources, and many of these tile improvements are needed to take advantage of them.
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For example, a key resource is horses, since mounted military units are both powerful and can move quickly.
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So you want to make sure you're developing any horse resources you find by placing a pasture on them, and then connecting them to your cities with a road network.
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Similarly, you want to develop your copper and iron resources by placing mines on them, and again connecting them to your cities via roads.
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For this reason, our next topic will be resources.
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Note, I want to again remind you you can only work tiles within the Big Fat Cross.
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Remember we've talked about this, of 21 tiles for any city.
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You may have other tiles that are within your empire, but if they're not in the Big Fat Cross, they cannot be worked.
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You can put roads on them, however, to complete your road network.
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So, this is a hookah for Hacker Public Radio signing off, and is always encouraging you to support FreeSoftware.
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Bye-bye!
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You have been listening to Hacker Public Radio at Hacker Public Radio.
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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 how easy it really is.
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Posting for HBR has been kindly provided by an onsthost.com, the Internet Archive and R-Sync.net.
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On this advice status, today's show is released under Creative Commons, Attribution, 4.0 International License.
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