Gradual recovery during a governmental transition

Khan Quest

Prince
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Dec 5, 2003
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I'd like to see a change in the anarchy that follows a government change. Rather than several turns of complete anarchy, then your civ is abruptly up and running at full speed, make the transition gradual. There would be a couple of turns of anarchy, followed by a couple of turns where a maximum of 1 sield & 1 trade could be gleaned from a worked tile, then a couple of turns with a 2 & 2 maximum, etc. The capital city and Forbidden Palace city would recover first then core cities, then outlying cities and finally remote cities.The furthest cities may not go into full anarchy at all, especially those on another continent, but would take longer to recover.
 
I like it but one change to it, in the modern times recovery time would be cut down alot
 
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Wouldn't this make changing governments even worse if it took 20+ turns to get back to full capacity?
 
no, it would still take 6 or 7 turns (maybe a little longer now) but the recovery would start at turn 2
 
Yeah good idea, and the time of recovery should be shorter if you switch to your civ's preferred government, but longer if you go to the shunned government. That is, if Civ4 keeps the whole preferred/shunned government thing at all.
 
Maybe the whole multi-turn anarchy system should be scrapped and replaced with something else altogether. It may make sense for a nation that undergoes a shift from monarchy to a republic (as in the French Revolution) to undergo such an upheaval, but there have been examples of 'peaceful revolutions' in history as well. Maybe there should be a random effect when a civ decides to change governments or maybe there should be options available to a player (or ai) providing different routes to governmental change. Anarchy might be just one example of the process.. another might be a culling of old political opponents/intellectuals, reducing populations (Mao's Cultural Revolution), still another might allow a rapid governmental change but automatic war declarations with one or more neighbors. Another might create a civil war within the nation and a rift into two new nations. In any case, the point is to keep players and AI's from changing governments easily, correct? Lots of ways to do that. :)

-Elgalad
 
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