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Old Jul 11, 2005, 09:22 AM   #1
BigNHuge
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Has anyone ever gotten worse then this????

I started a game as Sumeria. Continents, DG, and i got Republic and changed immediatly.

I drew this out for turns....



Ever had worse then this? Ive always heard of the dreaded 8 turns of Anarchy. This is nuts
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Old Jul 11, 2005, 09:36 AM   #2
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Ouch ! 9 turns !

That's why I mostly play with Religious Civs !
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Old Jul 11, 2005, 09:37 AM   #3
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Nine turns is the max in C3C.
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Old Jul 11, 2005, 09:37 AM   #4
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HOLY CRAP!
Most i've ever gotten was 6 or 7.
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Old Jul 11, 2005, 09:52 AM   #5
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I've had 9 turns anarchy many times now (C3C).
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Old Jul 11, 2005, 10:42 AM   #6
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Yeah, it's somewhat random, but not really.

I think it's something like:
1 turn, plus 1-4 turns depending on number of cities, plus 1-4 turns randomly added.

Thats why you can sometimes use the "double revolt" trick and get less turns. However, it never seems to save you more than a turn, or possibly two.

I've also gotten nine turns on a few different occasions. Thats why I generally try to revolt to Rep ASAP, so my empire isn't as big as it would be later in the game.
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Old Jul 11, 2005, 10:58 AM   #7
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Yes the main hit is having lots of towns, so I try to revolt early and if I have a some settlers out I delay the founding until after the revolt.
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Old Jul 11, 2005, 11:14 AM   #8
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Yep ive seen the 9 turn anarchy not sure if theres a pattern to it. Im happy if i get 4 or less. Even 4 is bad nough.
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Old Jul 11, 2005, 12:23 PM   #9
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I've gotten 9 turns 3 times before. My brother got 4, 8 turn anarchies in one game when he changed from Demo to Communist, to Facist, and then back to Facist.
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Old Jul 11, 2005, 01:10 PM   #10
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I always find more than 5 turns unacceptable and will reload from autosave. I also wait until the end of a turn to launch it, because it includes that turn in the anarchy count.
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Old Jul 11, 2005, 01:18 PM   #11
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Quote:
Originally Posted by VladTepes
I always find more than 5 turns unacceptable and will reload from autosave. I also wait until the end of a turn to launch it, because it includes that turn in the anarchy count.
If you play with preserve seed (which most do AFAIK), reloading doesn't work. And I'm pretty sure waiting until the end of the turn has no effect either. Well, maybe on worker actions? Can someone verify?
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Old Jul 11, 2005, 01:21 PM   #12
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Quote:
Originally Posted by TheBB
If you play with preserve seed (which most do AFAIK), reloading doesn't work. And I'm pretty sure waiting until the end of the turn has no effect either. Well, maybe on worker actions? Can someone verify?
It depends on when you revolt. If you revolt as soon as the tech comes in like I generally do, then you lose everything for the turn. If you revolt at the beginning of when you can start doing things (after builds, etc) then you are right that the only real benefit is the worker turns, since all the gold and beakers have already been tabulated.
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Old Jul 11, 2005, 02:57 PM   #13
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Something odd that happened onece in anarchy: science came back halfway through the revolt, and it was 49 turns....
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Old Jul 11, 2005, 03:29 PM   #14
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Scientists specialists still research during anarchy, last I checked.
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Old Jul 11, 2005, 03:34 PM   #15
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You have fallen victim to a reactionary scientist! A sort of despot-loyal, you know. When everyone is supposed to stay at home (and *not* at work) due to revolution, the bloke sneaked into the lab and did a covert research for the disempowered government!
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Old Jul 11, 2005, 04:20 PM   #16
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Quote:
Originally Posted by VladTepes
Something odd that happened onece in anarchy: science came back halfway through the revolt, and it was 49 turns....
I have had that happen to me, and I didn't have scientists in the cities. In the last 2-3 turns of anarchy (sometimes) the science comes back for some reason
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Old Jul 11, 2005, 08:03 PM   #17
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The first (and so far only) time I had ever gotten a 9-turn anarchy was during a succession game--I couldn't believe it. We had planned our conquests and timed the revolt, and here the RNG flips us the bird...
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Old Jul 11, 2005, 08:41 PM   #18
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If you descend into anarchy at the very beginning of the turn you typically get a much shorter anarchy period (typically 3-5 turns, but usually 3). The 6-9 turn anarchy is supposed to be a penalty for trying to be slick by finishing your current turn before deciding to change governments.
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Old Jul 11, 2005, 08:49 PM   #19
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Man, I've had that bad. They freakin don't end! Especially in wartime. Note to yourself, never switch during war
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Old Jul 12, 2005, 02:39 PM   #20
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heh, i've had this happen before (something like 8-9 turns) in RoR as the romans. Pissed me off because Darius, that mongrel idiot, decided to wage war while in this time period
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