Grille
panel insect
The prehistory:
What bothered me for some time was the question if the tech choice prompt is prior to the government choice prompt. I've made a small test on this topic - you will first be prompted to set a new research aim.
Republic is a very expensive tech, and occasionally, I set science to minimum or (preferably) hire a scientist when researching that type of government. 40 turns waiting is not that nice; on top of that, playing a non-religious civ, there's even some additional "useless waiting" due to the phase of anarchy . So I figured that I could make a revolt before republic is actually researched, thus sparing a couple of "waiting" turns. Like any other specialist, a scientist does not refuse to work during anarchy. I could make a revolt and keep the research progress going by having hired a scientist during anarchy. Note that you actually need to already know a government type other than despotism (would be monarchy in this case) to be able to make a revolution!
Still another problem remains: the exact lenght of the anarchy phase is not known, it's 1-8 turns for non-religious civs, where as one part of this phase is totally random (1-5 turns IIRC) and the other probably dependent on empire size (i.e. number of cities). I estimate a 5-turns anarchy period to be the most often event I get in my games when I make a revolt in the late ancient/early middle ages. In the test (vanilla on emperor level, standart size, big pangaea, all other settings on "avarage", no barbs, max ai civs randomly chosen, picked Germany myself) I only tried 6 times to see what I anarchy lenghts I would get: it was twice 4 turns and 4 times 5 turns. FWIW, my very first anarchy gambling try was when I got still 5 turns left to the tech republic and the RNG gave me indeed the same lenght of anarchy. A success so far.
For the initial question (tech choice pop-up prior to gov choice pop-up?), here's an insight of the order of occurences:
(the pics were just taken one turn before republic was researched - but anarchy lasted overall 5 turns)
What bothered me for some time was the question if the tech choice prompt is prior to the government choice prompt. I've made a small test on this topic - you will first be prompted to set a new research aim.
Republic is a very expensive tech, and occasionally, I set science to minimum or (preferably) hire a scientist when researching that type of government. 40 turns waiting is not that nice; on top of that, playing a non-religious civ, there's even some additional "useless waiting" due to the phase of anarchy . So I figured that I could make a revolt before republic is actually researched, thus sparing a couple of "waiting" turns. Like any other specialist, a scientist does not refuse to work during anarchy. I could make a revolt and keep the research progress going by having hired a scientist during anarchy. Note that you actually need to already know a government type other than despotism (would be monarchy in this case) to be able to make a revolution!
Still another problem remains: the exact lenght of the anarchy phase is not known, it's 1-8 turns for non-religious civs, where as one part of this phase is totally random (1-5 turns IIRC) and the other probably dependent on empire size (i.e. number of cities). I estimate a 5-turns anarchy period to be the most often event I get in my games when I make a revolt in the late ancient/early middle ages. In the test (vanilla on emperor level, standart size, big pangaea, all other settings on "avarage", no barbs, max ai civs randomly chosen, picked Germany myself) I only tried 6 times to see what I anarchy lenghts I would get: it was twice 4 turns and 4 times 5 turns. FWIW, my very first anarchy gambling try was when I got still 5 turns left to the tech republic and the RNG gave me indeed the same lenght of anarchy. A success so far.
For the initial question (tech choice pop-up prior to gov choice pop-up?), here's an insight of the order of occurences:
(the pics were just taken one turn before republic was researched - but anarchy lasted overall 5 turns)