In our next look at the game mechanics for Civilization V we examine the topic of Science and how to win a Science victory. This is something that has been in Civilization from the very beginning, but in Civilization V there are some changes worth addressing.
Playing Civilization V, Part 7
Science
In most respects this is not all that different in Civ 5. Most of the techs are the same, there is a tech tree that is pretty similar, and you need to keep up in Science for any victory condition you are seeking. You may want to just beat your enemies into submission, but if you are using Chariots while they have Tanks, you aren’t going to have success. But also it is obvious that if you are going for a Science victory, you need to really focus on this. So many of these tips should be followed for any victory condition, but should be mandatory if you are going for a Science victory. The mechanics of researching technologies is that you have to accumulate a certain amount of Science to discover a new technology, but this amount goes up over time, so you have be continuously looking to increase your output of Science to keep up. for instance, one of your first Techs would be Pottery, which has a cost of 35 Science. But in your Capital city you get 3 Science from your Palace, and let’s say you have a population of 2, so you are generating 5 Science per turn. That means you will research Pottery in 7 turns. But the Education tech costs 485 Science, Astronomy costs 780, Scientific Theory costs 1650, Plastics 4700, and Particle Physics 6000. These are all key techs to advance your Science to a Science Victory. So you can see that you need to be continually increasing your Science.
To start with, Population=Science. You get one Science for every one point of population. That does not, however, mean that you need to have a lot of cities to get there. 4-5 well developed cities are quite sufficient, and adding more cities can cause Unhappiness problems. Since higher population itself can cause Unhappiness there is no good reason to add to the problem.
Buildings
The next boost you can give to Science is by building city improvements. The first, which comes early in the game, is the Library, which is available once you research Writing. A Library boosts the Science output of a city by one Science for every two citizens (roughly a 50% boost, rounded down), so building those early pays off. Because advancing through the tech tree is a process of accumulating Science, the earlier you can get these boosts the better. The other population-based boost is the Public School (available when you research Scientific Theory), which also boosts Science by one for every two citizens, and also offers a Specialist slot for a Science Specialist. And since more population means more Science, the Granary (available when you research Pottery) is a good building because it helps to grow your population.
There is one other building worth mentioning which is the Observatory (available when you discover Astronomy). It doesn’t depend on population, but on location. You have to have a city that is located directly next to a Mountain to build this, but it adds 50% to the Science output of the city. Mountains are otherwise useless (unless you are the Incas), but if you want a Science boost and happen to see good location (the ideal spot is an isolated mountain that is not part of a mountain range so you don’t lose farming and mining production) this can be great boost.
Scientist Specialists
You can at a certain point take some of your citizens out of the farming and mining and turn them into Specialists, but you have to have a slot for them, and those slots come in buildings as well. We’ve already mentioned Public Schools providing one slot. Universities (available when you discover Education) provide 2 slots, as well as boosting the city output of Science by 33%. The other S
All content for Hacker Public Radio is the property of Hacker Public Radio and is served directly from their servers
with no modification, redirects, or rehosting. The podcast is not affiliated with or endorsed by Podjoint in any way.
In our next look at the game mechanics for Civilization V we examine the topic of Science and how to win a Science victory. This is something that has been in Civilization from the very beginning, but in Civilization V there are some changes worth addressing.
Playing Civilization V, Part 7
Science
In most respects this is not all that different in Civ 5. Most of the techs are the same, there is a tech tree that is pretty similar, and you need to keep up in Science for any victory condition you are seeking. You may want to just beat your enemies into submission, but if you are using Chariots while they have Tanks, you aren’t going to have success. But also it is obvious that if you are going for a Science victory, you need to really focus on this. So many of these tips should be followed for any victory condition, but should be mandatory if you are going for a Science victory. The mechanics of researching technologies is that you have to accumulate a certain amount of Science to discover a new technology, but this amount goes up over time, so you have be continuously looking to increase your output of Science to keep up. for instance, one of your first Techs would be Pottery, which has a cost of 35 Science. But in your Capital city you get 3 Science from your Palace, and let’s say you have a population of 2, so you are generating 5 Science per turn. That means you will research Pottery in 7 turns. But the Education tech costs 485 Science, Astronomy costs 780, Scientific Theory costs 1650, Plastics 4700, and Particle Physics 6000. These are all key techs to advance your Science to a Science Victory. So you can see that you need to be continually increasing your Science.
To start with, Population=Science. You get one Science for every one point of population. That does not, however, mean that you need to have a lot of cities to get there. 4-5 well developed cities are quite sufficient, and adding more cities can cause Unhappiness problems. Since higher population itself can cause Unhappiness there is no good reason to add to the problem.
Buildings
The next boost you can give to Science is by building city improvements. The first, which comes early in the game, is the Library, which is available once you research Writing. A Library boosts the Science output of a city by one Science for every two citizens (roughly a 50% boost, rounded down), so building those early pays off. Because advancing through the tech tree is a process of accumulating Science, the earlier you can get these boosts the better. The other population-based boost is the Public School (available when you research Scientific Theory), which also boosts Science by one for every two citizens, and also offers a Specialist slot for a Science Specialist. And since more population means more Science, the Granary (available when you research Pottery) is a good building because it helps to grow your population.
There is one other building worth mentioning which is the Observatory (available when you discover Astronomy). It doesn’t depend on population, but on location. You have to have a city that is located directly next to a Mountain to build this, but it adds 50% to the Science output of the city. Mountains are otherwise useless (unless you are the Incas), but if you want a Science boost and happen to see good location (the ideal spot is an isolated mountain that is not part of a mountain range so you don’t lose farming and mining production) this can be great boost.
Scientist Specialists
You can at a certain point take some of your citizens out of the farming and mining and turn them into Specialists, but you have to have a slot for them, and those slots come in buildings as well. We’ve already mentioned Public Schools providing one slot. Universities (available when you discover Education) provide 2 slots, as well as boosting the city output of Science by 33%. The other S
In our next look at the game mechanics for Civilization V we examine the topic of Science and how to win a Science victory. This is something that has been in Civilization from the very beginning, but in Civilization V there are some changes worth addressing.
Playing Civilization V, Part 7
Science
In most respects this is not all that different in Civ 5. Most of the techs are the same, there is a tech tree that is pretty similar, and you need to keep up in Science for any victory condition you are seeking. You may want to just beat your enemies into submission, but if you are using Chariots while they have Tanks, you aren’t going to have success. But also it is obvious that if you are going for a Science victory, you need to really focus on this. So many of these tips should be followed for any victory condition, but should be mandatory if you are going for a Science victory. The mechanics of researching technologies is that you have to accumulate a certain amount of Science to discover a new technology, but this amount goes up over time, so you have be continuously looking to increase your output of Science to keep up. for instance, one of your first Techs would be Pottery, which has a cost of 35 Science. But in your Capital city you get 3 Science from your Palace, and let’s say you have a population of 2, so you are generating 5 Science per turn. That means you will research Pottery in 7 turns. But the Education tech costs 485 Science, Astronomy costs 780, Scientific Theory costs 1650, Plastics 4700, and Particle Physics 6000. These are all key techs to advance your Science to a Science Victory. So you can see that you need to be continually increasing your Science.
To start with, Population=Science. You get one Science for every one point of population. That does not, however, mean that you need to have a lot of cities to get there. 4-5 well developed cities are quite sufficient, and adding more cities can cause Unhappiness problems. Since higher population itself can cause Unhappiness there is no good reason to add to the problem.
Buildings
The next boost you can give to Science is by building city improvements. The first, which comes early in the game, is the Library, which is available once you research Writing. A Library boosts the Science output of a city by one Science for every two citizens (roughly a 50% boost, rounded down), so building those early pays off. Because advancing through the tech tree is a process of accumulating Science, the earlier you can get these boosts the better. The other population-based boost is the Public School (available when you research Scientific Theory), which also boosts Science by one for every two citizens, and also offers a Specialist slot for a Science Specialist. And since more population means more Science, the Granary (available when you research Pottery) is a good building because it helps to grow your population.
There is one other building worth mentioning which is the Observatory (available when you discover Astronomy). It doesn’t depend on population, but on location. You have to have a city that is located directly next to a Mountain to build this, but it adds 50% to the Science output of the city. Mountains are otherwise useless (unless you are the Incas), but if you want a Science boost and happen to see good location (the ideal spot is an isolated mountain that is not part of a mountain range so you don’t lose farming and mining production) this can be great boost.
Scientist Specialists
You can at a certain point take some of your citizens out of the farming and mining and turn them into Specialists, but you have to have a slot for them, and those slots come in buildings as well. We’ve already mentioned Public Schools providing one slot. Universities (available when you discover Education) provide 2 slots, as well as boosting the city output of Science by 33%. The other S
I am subscribed to a number of YouTube channels, and I am sharing them with you.
Links:
https://www.youtube.com/@civilization
https://www.youtube.com/@sixtysymbols
https://www.youtube.com/@SophieAlloway
https://www.youtube.com/@SpaceRocketHistoryChannel
https://www.youtube.com/@StamFine
https://www.youtube.com/@Stubagful
https://www.youtube.com/@Suibhne
https://www.youtube.com/@talkmoretalksolobeatles
https://www.youtube.com/@TTBFromTheRoad
https://www.youtube.com/@theark2544
https://www.youtube.com/@TheBeatles
https://www.palain.com/
Hello, again. This is Trey.
Welcome to part 6 in my Cheap Yellow Display (CYD) Project series. Thank you for hanging in there with me on this rambling series. If you wish to catch up on earlier episodes, you can find them on my
HPR profile page
https://www.hackerpublicradio.org/correspondents/0394.html
To review, my project is to build a portable morse code "Keyer memory" which can be connected to any of my amateur HF transceiver radios by simply plugging it in to the code key input port. This is based around an ESP32 platform which comes prepackaged on a yellow PC board with a color touchscreen display, WIFI, and Bluetooth. We fondly call this contraption the Cheap Yellow Display.
So far, I have defined the necessities, collected the required hardware, and failed miserably building the graphical user interface (GUI).
While I sort out the technical challenges getting my GUI code to play nicely with the CYD's touchscreen, it is important that we spend some time discussing Morse code itself, and the timing standards we will need to follow.
I am not going to dive too deeply into the history behind telegraphs and Morse code, but it is very interesting. If you want to learn more, Wikipedia has the origins and evolution written out quite nicely at
https://en.wikipedia.org/wiki/Morse_code
For our purposes, we will fast forward from the year 1820 (When telegraphy began) all the way to 1865 when the International Telecommunication Union (ITU) standardized, what it called "International Morse Code". When I say Morse Code for the remainder of this podcast, I am referring to this ITU International Morse Code.
Morse code typically includes the following characters:
The 26 letter basic Latin alphabet
The Indo-Arabic numerals 0 to 9
There is also a single accented Latin letter (É), which is written as an E with an accent mark, and a handful of punctuation marks.
These characters are encoded using a sequence of short and long signals. Each short signal is referred to as a
dit
. Each long signal is referred to as a
dah
. At a young age,
New hosts
There were no new hosts this month.
Last Month's Shows
Id
Day
Date
Title
Host
4521
Mon
2025-12-01
HPR Community News for November 2025
HPR Volunteers
4522
Tue
2025-12-02
Lee interviews Elsbeth about SL Shop and Hop event
Elsbeth
4523
Wed
2025-12-03
Nuclear Reactor Technology - Ep 1 - Nuclear Basics
Whiskeyjack
4524
Thu
2025-12-04
Living the Tux Life Episode 3 - Automating the Install
Al
4525
Fri
2025-12-05
Using mail merge in thunderbird
Ken Fallon
4526
Mon
2025-12-08
Baofeng and SDR++
Lee
4527
Tue
2025-12-09
Overly Complicated Media Ripping setup
Archer72
4528
Wed
2025-12-10
Photography software
Henrik Hemrin
4529
Thu
2025-12-11
yoga370 review
Brian-in-Ohio
4530
Fri
2025-12-12
I am subscribed to a number of YouTube channels, and I am sharing them with you.
Links:
https://www.youtube.com/@RickStevesTravelTalks
https://www.youtube.com/@RickStevesEuropeOfficial
https://www.youtube.com/@ringostarr
https://www.youtube.com/@RBReich
https://www.youtube.com/@RobWords
https://www.youtube.com/@rockhall
https://www.youtube.com/@RowanJColeman
https://www.youtube.com/@RoyalCaribbeanBlog
https://www.youtube.com/@SabatonHistory
https://www.youtube.com/@sassygamerlady
https://www.youtube.com/@ScienceNewsMag
https://www.youtube.com/@NASAScience
https://www.youtube.com/@sciencium
https://www.youtube.com/@scifri
https://www.youtube.com/@SciShow
https://www.youtube.com/@SciShowPsych
https://www.youtube.com/@scishowspace
https://www.youtube.com/@securitynow
https://www.palain.com/
Refs:
https://www.tuhs.org/cgi-bin/utree.pl?file=2BSD/man/last.u
https://en.wikipedia.org/w/index.php?title=Util-linux&oldid=271104508
https://kernel.googlesource.com/pub/scm/utils/util-linux/util-linux/+/612721dba838fe37af543421278416bb7acf770c/login-utils/README.admutil
https://www.linkedin.com/in/michael-haardt-9087023/details/experience/
https://www.linkedin.com/in/peterorbaek/details/experience/
https://flameshot.org/
commands:
ping yahoo.com
traceroute -m 100 bad.horse
mtr www.yahoo.com
scrot
flameshot
zless messages.1.gz
bzless messages.1.bz
xzless messages.1.xz
last -10
last reboot
last $USER -10
People involved:
mtr:
Matt Kimball
Roger Wolff
scrot:
Tom Gilbert
zless and related commands:
Paul Eggert
last command:
03-Reactor-Basics
01 Introduction
In this episode we will describe the basic features and characteristics of reactors together with descriptions of the most widely used commercial reactor types.
03 Fast Versus Slow Reactors
04 Slow Neutron Reactors
06 Fast Neutron Reactors
08 Reactor Moderators
10 Light Water
11 Heavy Water
13 Graphite
14 Unmoderated
15 Coolants
16 Common Coolants
17 Alternative Coolants
18 Primary and Secondary Coolant Loops
20 Steam Generation
23 Brayton Cycle Gas Turbines
24 Refuelling Method
25 Main Commercial Reactor Types
26 PWR - Pressurized Water Reactor
28 BWR - Boiling Water Reactor
29 PHWR - Pressurized Heavy Water Reactor
33 Conclusion
We have covered the main reactor characteristics.
These characteristics can be mixed in various ways to give different reactor types.
The characteristics also affect the types of fuel that can be used.
We also covered the three main commercial power generation reactor types.
In the next episode we will describe some of the less common historical reactor types.
Haiku: https://www.haiku-os.org/
BeOS: https://en.wikipedia.org/wiki/BeOS
Mumble: https://www.mumble.info/
HPR NYE Show: https://hackerpublicradio.org/new_year.html
How to Connect to HPR Community Room using Mumble: https://hackerpublicradio.org/mumble-howto
With Christmas approaching (and actually gone by the time this is posted), Kevie, Dave and Paul try out a variety of Christmas ales from the UK. Dave opts for
St Peters Christmas Ale
, Kevie samples
Samuel Smith's Winter Welcome Ale
and Dave supports his local brewery, Purple Moose, with a mug of
Merry X-Moose
.
Connect with the guys on Untappd:
Dave
Paul
Kevie
The intro sounds for the show are used from:
https://freesound.org/people/mixtus/sounds/329806/
https://freesound.org/people/j1987/sounds/123003/
https://freesound.org/people/greatsoundstube/sounds/628437/
In our next look at the game mechanics for Civilization V we examine the topic of Science and how to win a Science victory. This is something that has been in Civilization from the very beginning, but in Civilization V there are some changes worth addressing.
Playing Civilization V, Part 7
Science
In most respects this is not all that different in Civ 5. Most of the techs are the same, there is a tech tree that is pretty similar, and you need to keep up in Science for any victory condition you are seeking. You may want to just beat your enemies into submission, but if you are using Chariots while they have Tanks, you aren’t going to have success. But also it is obvious that if you are going for a Science victory, you need to really focus on this. So many of these tips should be followed for any victory condition, but should be mandatory if you are going for a Science victory. The mechanics of researching technologies is that you have to accumulate a certain amount of Science to discover a new technology, but this amount goes up over time, so you have be continuously looking to increase your output of Science to keep up. for instance, one of your first Techs would be Pottery, which has a cost of 35 Science. But in your Capital city you get 3 Science from your Palace, and let’s say you have a population of 2, so you are generating 5 Science per turn. That means you will research Pottery in 7 turns. But the Education tech costs 485 Science, Astronomy costs 780, Scientific Theory costs 1650, Plastics 4700, and Particle Physics 6000. These are all key techs to advance your Science to a Science Victory. So you can see that you need to be continually increasing your Science.
To start with, Population=Science. You get one Science for every one point of population. That does not, however, mean that you need to have a lot of cities to get there. 4-5 well developed cities are quite sufficient, and adding more cities can cause Unhappiness problems. Since higher population itself can cause Unhappiness there is no good reason to add to the problem.
Buildings
The next boost you can give to Science is by building city improvements. The first, which comes early in the game, is the Library, which is available once you research Writing. A Library boosts the Science output of a city by one Science for every two citizens (roughly a 50% boost, rounded down), so building those early pays off. Because advancing through the tech tree is a process of accumulating Science, the earlier you can get these boosts the better. The other population-based boost is the Public School (available when you research Scientific Theory), which also boosts Science by one for every two citizens, and also offers a Specialist slot for a Science Specialist. And since more population means more Science, the Granary (available when you research Pottery) is a good building because it helps to grow your population.
There is one other building worth mentioning which is the Observatory (available when you discover Astronomy). It doesn’t depend on population, but on location. You have to have a city that is located directly next to a Mountain to build this, but it adds 50% to the Science output of the city. Mountains are otherwise useless (unless you are the Incas), but if you want a Science boost and happen to see good location (the ideal spot is an isolated mountain that is not part of a mountain range so you don’t lose farming and mining production) this can be great boost.
Scientist Specialists
You can at a certain point take some of your citizens out of the farming and mining and turn them into Specialists, but you have to have a slot for them, and those slots come in buildings as well. We’ve already mentioned Public Schools providing one slot. Universities (available when you discover Education) provide 2 slots, as well as boosting the city output of Science by 33%. The other S