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Hacker Public Radio
Hacker Public Radio
10 episodes
1 day ago
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
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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
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Technology
Education,
Tech News
Episodes (10/10)
Hacker Public Radio
HPR4550: Playing Civilization V, Part 7
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
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13 hours ago

Hacker Public Radio
HPR4549: [deprecated] Pomodoro Task Tool (pomotask.sh)
lrest=0; while true; do echo refreshing project list; tsk=$(task +PENDING _unique project | shuf); for x in $tsk; do echo proj:$x; dispmd="task proj:$x ready || task ready"; [[ $lrest -eq 0 ]] && dispmd="task ready"; timeout 1500 watch $dispmd; ((lrest=lrest+1)); echo "begin break with enter..."; read; resttime=5; if [[ $lrest -gt 3 ]]; then resttime=15; lrest=0; fi; while [[ $resttime -gt 0 ]]; do echo $resttime minute rest; sleep 60; ((resttime=resttime-1)); done; echo "break over, enter to continue..."; read; done; done
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1 day ago

Hacker Public Radio
HPR4548: YouTube Subscriptions 2025 #13
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/
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2 days ago

Hacker Public Radio
HPR4547: Cheap Yellow Display Project Part 6: The speed and timing of Morse
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,
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3 days ago

Hacker Public Radio
HPR4546: HPR Community News for December 2025
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
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4 days ago

Hacker Public Radio
HPR4545: YouTube Subscriptions 2025 #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/
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1 week ago

Hacker Public Radio
HPR4544: Uncommon Commands, Episode 2
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:
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1 week ago

Hacker Public Radio
HPR4543: Nuclear Reactor Technology - Ep 3 Reactor Basics
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.
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1 week ago

Hacker Public Radio
HPR4542: Can Haiku Mumble?
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
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1 week ago

Hacker Public Radio
HPR4541: HPR Beer Garden 7 - UK Christmas Ales
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/
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1 week ago

Hacker Public Radio
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