cry "anarchy"!!!

boychuk

Chieftain
Joined
Feb 18, 2004
Messages
19
Hi,

I'd first like to thank everyone here for all their great advice.

I have another question about causing states of anarchy in AI civs: does anyone know what the chances are of throwing an enemy civ into anarchy by capturing their capital city?

Thanks,
Richard
 
Do you mean anarchy or do you mean splitting the civ (civil war)? I don't think the chance of throwing the AI into anarchy is very great (don't know if possible), because they insta-change govs.

Splitting the civ is caused when you capture the capital of a stronger civ and there's at least one open spot left for an additional civ.
 
If they have 1000g they can buy a new capital in a different city. If not, capturing the capital will cause a split in a stronger civ, but not a government change unless they were relying on a Wonder in that city to keep them content. In general, a serious threat to the stability of a Rep or Dem government will cause a government change to a better war-government (Commy/Fundy/Monarchy), but not go into anarchy. Anarchy is the fall of a government due to unresolved disorder or during a government change, but the AI can change in one turn at any time and does not suffer as much disorder as humans (or take as long to correct it).
 
Splitting the civ is caused when you capture the capital of a stronger civ and there's at least one open spot left for an additional civ. [/B]

What exactly do you mean by "at least one open spot"? There have been several civs that have been desroyed in the game I am now playing: would that mean there are open spots or are open spots determined by the number of civs that originally start?

Thanks
Richard
 
If Restarts are Off, destroyed civs are not regenerated and thus their "spot" (Civ2 only allows 7 civs max) is open for reuse by a split civ. If Restarts are On, the next turn after a new civ of the same color is reborn somewhere remote. I do not know if the game imposes a limit if less than 7 civs are started.
 
Will taking a civ's capital make it any cheaper to bribe other cities in that civ (during that turn)?

:thanx:Thanks:thanx:,
Richard
 
If the treasury of your foe is under 1000g when you take the capital, the capital cannot be moved immediately. You can therefore bribe other cities at a bargain price before a new capital is built (unless your foe is a Democrat, of course :) )
 
Does anyone know what the chances are for a civ to split when its capital is captured? It seems like it would be a useful tactic.

sincerely,
Richard
 
It's since a long time for me that I assist to a split. In fact I was not very good but at a time (a long time)and I played with 2 other civilisations and one civilisation took my capital and they offer me to pay 1000 gold instead of let the split. I paid 1000 gold and have no problem. I also assist to a split when I captured the capital of a civilisation and other time and other civilisation captured the capital and the civ split. But I don't know all the rules about that.
 
Originally posted by boychuk
Does anyone know what the chances are for a civ to split when its capital is captured? It seems like it would be a useful tactic.

sincerely,
Richard
If you meet all the requirements for a split, your civ is weaker than the victim, there is an opening for a new civ (only 6 or less in the game), the victim civ does not have 1,000g to instantly build a new capital, the split will happen every time.

I have only split a civ a few times in hundreds of games because it is difficult to meet all the requirements. I recall one game where I took the vitim civ's capital 5 times in one turn before it split. The first four times it just used up its coins to build a new palace, than it ran out of coins...;)
 
If you take 5 of their best cities (I suspect the capital moves to the best city?), I'm surprised they still were stronger than you.

I seldom conquer the AI until I get into modern times, and by then I am the strongest civ, so no more civ-splitting...
 
Remember that the system counts units to determine comparative strength. My handful of panzers and howies are greatly outnumbered by the AI's musketeers, but the relative strength is not really determined by numbers!

Also, IIRC, the strength factor is determined at the beginning of the turn and does not change again until the next turn.
 
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