I'm not in any way saying units are related to anarchy. I'm using them as an example of a game system that does *not* scale linearly with game speed, but *does* effect the game, way more than anarchy length does. The point being that this refutes any argument that anarchy needs to scale linearly with gamespeed as a matter of course, and necessitates a stronger argument for why specifically its important that anarchy has the same relative cost *between* game speeds.
If anarchy doesn't need to scale linearly then no game system needs to scale linearly....
That is like inviting chaos and making it hard to make all gamespeed balanced as when one is balanced another would by definition be unbalanced as they have different balance.
Unit interaction is the one invariant that does not scale by gamespeed, having one controlled invariant like this makes different gamespeeds differently balanced for sure, but this specific difference is intended and is what makes gamespeeds an interesting option to have.
I am of the opinion that all game systems related to creation and progress should scale linearly so that balance is approximately the same on all gamespeeds where the consequence of the invariant I mentioned is ignored when comparing the gamespeeds.
The reasoning behind similarity in balance is so that it is easier to maintain a general good balance for the mod as a whole regardless of gamespeed options used.
However this just explains what happens if anarchy is different between game speeds, it doesn't give an argument as to why it matters. Maybe you think that argument is too obvious and I must already know it, but I don't. Anarchy length is fairly arbitrary in my eyes. Just a few days ago I think someone casually halved all anarchy times. This to me indicates that it isn't considered a carefully tuned amount of time that if changed suddenly ruins the balance of the game, and this being the case, it shouldn't ruin the balance if it is changed in one game speed relative to another.
Changing the cost of a building or the stat of a building doesn't change the balance between gamespeeds, but if we only change cost or stats of a building in one gamespeed relative to another that certainly change our ability to maintain an overall good balance independently of gamespeed option.
If we e.g. make it so that there is 1 turn anarchy per civic change regardless of gamespeed chosen then that would certainly make difference in the balance between gamespeeds. Doesn't matter if the stat is fine tuned or not on any gamespeeds if we don't treat it equally between gamespeed.
You will need to also reduce all costs in the same proportion, or people will go broke straight away! But if you do this, anarchy might become a desirable thing in some cases (maybe that isn't bad?).
That's true, perhaps it would be better to only reduce hammer by 75% and the commerce yield by 100%, pure beakers, epsionage, culture and gold produced by buildings would then be unaffected and using the commerce sliders wouldn't make a difference as there''s no commerce to distribute during the transition. That seems like the practical solution to me.
A 100% reduction in the yield commerce wouldn't break your economy, but it would make civic transition cost a bit of gold. Most gold income is not from the commerce yield, but some is.
It then imo only makes sense to have a global define for the hammer reduction and have the commerce reduction hard-coded.
Maybe add a gold cost to civic changes? Makes sense. Or make it a player choice: 4 turns anarchy OR 2 turns anarchy but it costs more money.
Not an entirely bad idea to be able to throw gold on the transition process.... Teaching the AI to use it wouldn't be too hard, but figuring out a meaningful and reasonable cost for it may be harder...