Number of turns for revolution calculation?

danwhit

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What is the logic behind the number of turns of anarchy? Obviously, I mean for non-religious civs, who take 1 turn. Is it a RNG situation or is it calculated based on other conditions?
 
It's random. Depends on the size of the civ. That, I think, is 1 to 3 turns. Then another 'roll' of the RNG for 0 to 4 turns. Conquests raised that briefly. 8 and 9 turn anarchy was seen. I think a patch lowered the number, but I'm not sure.
 
Turner_727 said:
It's random. Depends on the size of the civ. That, I think, is 1 to 3 turns. Then another 'roll' of the RNG for 0 to 4 turns. Conquests raised that briefly. 8 and 9 turn anarchy was seen. I think a patch lowered the number, but I'm not sure.

So, let me see if I have this right. 1-3 turns depending on size of civ; 1 being tiny, 3 being huge. Plus a random 0-4 turns added. I just got an 8 turn anarchy(which isn't possible with your explanation; I think I have the current patch though) for the third time this game and flew off the handle. I am hoping to be able to understand precisely how it works. Also to see if the logic is a part of the game, such as lower anarchy for a civ that is happy or has many WLTKD or just random.
 
I did say "I think"....

Probably just my luck with the RNG. But then, the 9 turn anarchies also taught me to find my government early, and stay there for the rest of the game. It can make it tough, but I don't loose 9 turns to the AI. 9 turns can be very critical later in the game.
 
I hear that. Nine turns is truly a disaster. I would really like to hear a definite answer as to how it works. Surely someone who knows the code can direct me to a thread(I couldn't find anything with a search) or explain how it works.
 
The size of civ thing, I think, goes from 1-4. I think there's some other thing for the extra turn.
 
I'm of the impression that it's 1-4 for civ size, 1-4 by pRNG and +1, but I don't think anyone really knows, oddly enough. If you have Vanilla Civ3/PTW, Religious civs only experience one turn if Anarchy; In C3C, it's two.
 
Had a 2-turn Anarchy in CotM7, Portugal (even better, since I revolted once I learned Republic, it was technically 1 turn). Small Empire, of course.
So, it must be 1-4 by size, and 1-5 random. That would also fit well with REL Civs, since the code should simply ignore the random choice here, and always pick "1". Guess it was +(0-4) random before C3C.
 
Are you certain it was two turns? I don't mean to doubt you, of course, but I just want to make sure you're aware of the way the DA will tell you you have one less turn of Anarchy than you do if you select the change government option when you get the tech because you lose the current turn of production.
 
I've had those 1/2 (not half) anarchy turns too. Cool, isn't it?

I think the change was because if you revolt IBT, your next turn you get the gov't. No real penalty for changing gov'ts. Now, I'm not against no anarchy for religious civs, but if there's supposed to be a penalty, then there should be.
 
True, but there are aspects of it, if you do correctly, that you don't have to deal with. I'd rather deal with no production for one turn than two.
 
The only thing you gain is the slightly faster workers you you could have gotten around by revolting at the end of your turn anyway...
 
Turner_727 said:
True, but there are aspects of it, if you do correctly, that you don't have to deal with. I'd rather deal with no production for one turn than two.

I don't follow you. You are not gaining anything by doing this. It's still two (or whatever) turns of production. Your only gain is getting into the new gov. faster. But saying that is like arguing that going into anarachy in 3000BC is better than 2950BC because you get to switch sooner. It's true, but you also go into anarchy sooner.
 
I think the benefit of revolting immediately is 1 turn of commerce.

Let's take the case of a civ3 vanilla religeous civ, so there is only 1 turn of anarchy, and let the turn that you researched Republic be turn 0:
- If you revolt immediately, then you get the commerce for turn 0, but lose the production for turn 0. On turn 1, you get to come out of Anarchy, but you lose the commerce for that turn, and the production. Total: 1 turn of commerce, 2 turns of production.
- If you revolt at the end of turn 0, you get the commerce and production for turn 0. Turn 1 is spent in Anarchy, so you lose the commerce and production of that turn. On turn 2, you come out of Anarchy, but the commerce and production of that turn is already lost. Total: 2 turns of commerce and 2 turns of production.
 
I actualy have no idea what the anarchy time based on, but playing for Russians I switched from despotism to monarchy in one turn (I had about 12-14 cities). Does the level of difficulty affect the anarchy time?
 
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