Religios civs always get 2 turns, even at Sid when all other AIs get zero turns of anarchy.
I didn't know that.
Yet another bone-headed Firaxis bug, I guess...
Religios civs always get 2 turns, even at Sid when all other AIs get zero turns of anarchy.
Only 2 turns. Religios civs always get 2 turns, even at Sid when all other AIs get zero turns of anarchy. So choose a religios civs as your enemy.
Artificial Stupidty: Strategy Games
About one-sixth of this is devoted to Civilization (scroll down about one-third) and about half of that to Civilization III (and most of the rest to Civilization V).
So does the AI get shorter anarchy periods (1T , 2T) at other difficulty levels too (diety, demigod)
Hmm interesting.Yes, it is up to 1 turns at Deity and Semigod, up to 2 turns at Emperor and up to 3 turns at Monarch. In the editor its shows one turn more because 0 means that no special upper limit applies, so the 1 for Sid means less than 1 turn for anarchy.
Things going very well. Nice. [emoji106]
This not likely a good strategy against AI. What however works well is to go into mobilisation and builds lots of militar so that you can afford to go into anarchy with quite a safety margin. This can be convenient when you cannot negotiate a proper peace treaty but would like to leave the mobilisation which requies peace. During anarchy you get neither production nor culture(?), so the mobilisation does not hurt.
Thanks for the comment. Had I known I was in for 9 turns (according to information here, the range is from 2-8) I certainly would not have dreamed of it although, even four or five turns of anarchy was enough for India to inflict severe and practically irreparable damage.Why did you go into anarchy again? If you need Communism to beat Demigod, you are doing something wrong...
(Ok, that had to be... )
But seriously: "Republic + Science Farms in the boondocks" is just fine. No need for a second anarchy period, especially as an anarchy late in the game almost always gets 9 turns. (The length of the anarchy period is not yet fully understood. I used to thing it was a function of map size, difficulty level, number of cities and a random factor, but tests recently conducted on civforum.de did not show any correlation to map size and difficulty level. Only a correlation to the OCN. [And as the OCN depends on the difficulty level, the difficulty level indirectly influences the length of the anarchy period.] Anyway, to make a long story short, all you need to remember for practical purposes, is the following rule of thumb: "the more cities I have, the longer the anarchy period is going to be".)
In my opinion, the game must still be quite long, before a second switch of governments really pays off. The loss of the income and production of 9 full turns and the starved citizens is quite severe. In my opinion, on a standard map it never pays off. On larger maps it may be different.
If not at war, and I don't need the Rifelemen, then:Ah, question. Which path is best in the Industrial Age?
1 steam power and industrialisation to get the railways and factories built ASAP
2 beeline to Scientific Method to build the TofE
3 nationalism before anything to get the defensive strength of riflemen (one Carthaginian rifleman, firing on open ground, heroically bumped off half a dozen Indian units, including cavalry, in one turn in this game).
4 medicine and sanitation to grow the pop.
All things being equal, of course (which they never are).
No need for a second anarchy period, especially as an anarchy late in the game almost always gets 9 turns.
And as the OCN depends on the difficulty level, the difficulty level indirectly influences the length of the anarchy period.
Anyway, to make a long story short, all you need to remember for practical purposes, is the following rule of thumb: "the more cities I have, the longer the anarchy period is going to be".)
Anyway, the Great Library in this game proved to be immensely valuable and maybe a better use of the slingshot is literature rather than Code of Laws (assuming one can't get that before Philosophy).
Ah, question. Which path is best in the Industrial Age?
If not at war, and I don't need the Rifelemen, then:
Industrialization if you have money to build factories
I think you should go with steam power (just the fact that you can railroad makes this a no-brainer) , electricity (can irrigate everywhere) , replaceable parts (faster workers, infantry which makes you pretty much unbeatable until tanks which are far far away) and then industrialization for a factory in the town you'll be (pre) building ToE in.Ah, question. Which path is best in the Industrial Age?
1 steam power and industrialisation to get the railways and factories built ASAP
2 beeline to Scientific Method to build the TofE
3 nationalism before anything to get the defensive strength of riflemen (one Carthaginian rifleman, firing on open ground, heroically bumped off half a dozen Indian units, including cavalry, in one turn in this game).
4 medicine and sanitation to grow the pop.
All things being equal, of course (which they never are).
...if you desperately need them to defend yourself. Which sometimes happens.Even if at war riflemen may be skipable. Cheaper musketmen suffice and cavalry to attack the attackers before they can attack is more important anyway.
I prebuild them if I need the production then finish them asap. The extra shields are worth it. And pre-factory towns can be low on production, so waiting for them to be finished can take too long. I find it a better solution to rush the factory, then with the added shields finish the other buildings quicker.I would not buy factories with money. Factories cost 3 gtp in maintence and together will railroads factories introduce a new era where shields are no longer scare, at least compared to money. Simply building factories via regular means should suffice.
Railroads increase production by about 40% and you can use collosseums or banks as prebulilds for factories. So rushing them will save only a few turns, maybe 5 on average.