What Wonders do you Hate? (Be Inflammatory!)

Actually, it's possible to have zero turns of anarchy. I never nailed down the exact conditions, but, basically, call a revolution then save and reload and there's a chance the revolution is already over. The number of units to address after saving/reloading seems to influence the behavior.
 
Actually, it's possible to have zero turns of anarchy. I never nailed down the exact conditions, but, basically, call a revolution then save and reload and there's a chance the revolution is already over. The number of units to address after saving/reloading seems to influence the behavior.

For me, this is cheating. Why don't you simply accept the "certainty of chance"? (i borrowed the expression from an irish band, called Divine Comedy, song - very good indeed)
 
Colossus: I will, literally, sell my palace to afford to build the colossus early. By enhancing caravan traffic, this little jewel pays for itself many times over.

I can't understand this. It's great to have the Colossus but it is not that big deal, because Electricity (which makes the Colossus obsolete) is necessary for many important discoveries, like Flight or Automobile.
 
It's great to have the Colossus but it is not that big deal, because Electricity (which makes the Colossus obsolete) is necessary for many important discoveries, like Flight or Automobile.
Valen normally plays in Emperor (I believe), which makes Colossus incrementally more valuable. Bankrolling it with Palace proceeds is an interesting idea.
 
For me, this is cheating. Why don't you simply accept the "certainty of chance"?
I'd retort with, "Why don't you play to win?" I don't have as much fun when I'm hamstringing myself. Besides, I discovered the behavior by chance, and I enjoyed trying to pin it down. That this game still exhibits unexpected behaviors even after all this time brings me back. I also enjoy discussing these obscure game quirks with others who share my interest, which is why I come here.

What is this? Cheating?
It's manipulation of sentry behavior. I imagine most civ players have benefited from this flaw at least accidentally since it's practically impossible not to when docking transport vessels between coastal cities.
 
Regarding pyramids:
According to the book, revolution gets you 1 to 4 turns of anarchy without them. Finally, at the beginning of some city check, the game asks you, "What government do you want?"
The turns when you get that prompt are not chosen at random. It's every 4th turn. In the year 3920, 3840, 3760, (multiples of 80 until 960 AD), anarchy will end and your new government will take effect. So if you start the revolution in 380 AD, you will be prompted at the beginning of the 400 harvest for the new government type. Unfortunately, even though you have chosen your new government, the year 400 city check proceeds as though you are still in anarchy (no trade, etc). So that is why I say you still get at least one turn of anarchy. I haven't tried Whelkman's trick of saving after revolution but before ending the 380 turn.

Regarding Magellan's:
In defense of the ship sentry trick - The way I use it (at least 90% of the time) I am moving caravans. Since the AIs get their caravans beamed to their destinations instantaneously, this is simply levelling the playing field. The AIs have their cheats too.

Now about that colossus.
I place the colossus very carefully the get the most bang out of every caravan. Every caravan I build gets its hometown switched to the colossal city then makes the trek half way around the world to the strongest rival city for the big payoff.
During the lifetime of the colossus this happens hundreds of times. There are only 10 discoveries between electricity and future tech if you delay electricity as long as possible, so the colossus can have a long productive life.
This trick is obviously not for everybody, Pushing that many caravans takes TIME. Whelkman and I may put up with 2+ hour turns, but I haven't seen a lot of other interest.
 
When I was doing my experiment on born-contents, I discovered the zero-turn revolution too. When you have Pyramids, you can ask for a revolution at any time, save that turn, and when you come back you'll be asked which government you want, without changing turns. In fact, you could have 100 revolutions in a turn, if you thought it was fun.

I'd wondered before if Civ 1 had an equivalent to Civ 2's Oedo years. I just popped up an experiment and confirmed what Valen said: every 4 turns. You actually don't need a new government to switch to or even a city to see for yourself. Just push your settler around, revolt in 3940, and come back to Despotism in 3920.

Combining the two ideas, I tried revolting in a revolution year (like 3920 or 3840), saving, and reloading. It worked -- zero-turn revolution.

So apparently, the game has a concept of a "revolution turn," like an Oedo year in Civ 2, which happens every turn with Pyramids, every 4 turns without. Any time the game loads a revolution turn during anarchy, whether by starting a new turn or reloading a save, you get to switch governments.

Now Pyramids sound really stupid.
 
If I understand correctly, it sounds like I am coincidentally achieving zero turn revolutions on (num_turn % 4 = 0). I'll have to look further into it since it's hard to believe I was on turn #4 every time.
 
SETI - I hate it because I deon't need it. Yes, the Future Tech thing is an arument. Most of the other wonders can save your life.

Manhatten - I just decided to let the others build it. So there isnt going to be a nuke-surprise.

Pyramids - Republic comes far too early to let them be necesary. So you can use the shields far more effective. Spreading anarchy with three chariots for example!

SETI - I Still hate it! "Oh, I got Futute Tech 33 first!" I don't see the sence.

Oracle - If I didn't build I I have to rush for religion anyway. If I build it, someone else does.

Apollo - If playing against AI, its to easy to build a faster spaceship for it being necessary to start buildung your ship first. And if a spaceship is your only chance to win the game...
 
I usually play Emperor level with a Democratic government, and there are only 5 usable ones for me (until we get a good fix for the pollution bug)

1. Bach, 2. Hoover, 3. Cure, 4. Apollo, 5. UN (to enable my inciting diplomats free reign to steal cities)

Everything else I leave to the AI's, or build in the endgame (when I steal the AI's wonders from them too, haha)
 
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