Can we have an option that eliminates turns of Anarchy?

Before the latest changes to anarchy length I needed to get a golden age before I could change even one civic. Now , even with a 20+ nation, the longest anarchy length due to civic changes is 4 turns with most being 1 or 2. It has gone from ridiculous to nothing. Yes I am playing a Spiritual leader, but only because I can't find it as a developing leader.

Re-Necratoid's side note - there is currently no anarchy associated with adopting or leaving the world views like slavery. Should there be? When and what variation by when? For example adopting human sacrifice when your state religion is Druid or Naughalism would have zero anarchy.
 
A bit of a warning... does anyone remember why spiritual leaders lost the 'no anarchy' trait in the first place? I do.

See in a 14k turn game spiritual leaders managed to form impossibly huge, infinitely stable empires. Crazy fast. Like by turn 900 a spiritual leader had 50+ cities and late medieval tech and wasn't a science boosted leader. For a few versions Spiritual leaders were like a zombie plague that needed to be cleansed from the earth before it became impossible to stop. Continent maps were unbeatable, if a spiritual leader spawned on any other continent.

Now this was 15 version releases ago and much has changed sense then. However, its worth remembering what when hideously wrong in the past.

A lesser issue is that as turns of anarchy decrease the likelihood of AI CIVs changing Civics randomly and repeatedly increases. Too many Civs in a game and every third turn includes meaningless random civics changes slowly filling the message bar for minor eternities.
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On a side note, are you remembering to include increases anarchy length modifiers for when a civic changes to something like slavery after a more liberal civic was used? Also, after something like police state or communism is invoked the education modifiers should be all warped as the 'grand purges' happen and all the intellectuals are put up against the wall.
Some good observations. Unfortunately I don't think there's currently a way to make the anarchy time determinate on the degree of differences between the civics being adjusted though we've often mentioned it might be a good dynamic to add.

Also a very good point that some civics should influence property values much more than they currently do. I can see a lot of ways this can be expressed. But certainly education should be influenced greatly by the civic choices and that hasn't been well explored. Feel free to make specific numeric suggestions.

Before the latest changes to anarchy length I needed to get a golden age before I could change even one civic. Now , even with a 20+ nation, the longest anarchy length due to civic changes is 4 turns with most being 1 or 2. It has gone from ridiculous to nothing. Yes I am playing a Spiritual leader, but only because I can't find it as a developing leader.

Re-Necratoid's side note - there is currently no anarchy associated with adopting or leaving the world views like slavery. Should there be? When and what variation by when? For example adopting human sacrifice when your state religion is Druid or Naughalism would have zero anarchy.
Are you suggesting then that I should, as I had wondered, double the modifiers on the National Education buildings? (Currently 5% anarchy time modifier per education step - was considering 10% instead.)

I see what you mean about world views BUT it takes a hefty cost to change world views as it is - a GP to remove them and an important achievement to add them. IMO that suffices to replace the otherwise 'need' for Anarchy periods surrounding those changes.
 
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