I had another idea of how one might rue the day.
Specifically, revolutions and anarchy seem to me to be a bit weak. I imagine summoning my financial councelor and minister of the commonfolk and telling them that "we will be having a revolution on monday, i plan on becoming a god as well as king. IT should take a few years, but please make the necessary arrangements." And then my empire is "busy" (which seems similar to "loading") getting itself together for the new system.
This stinks. Frankly. Revolutions are bloody, dangerous, and generally cause for so much alarm that people resist them at every opportunity. (Save for those doing the revolutionizing.)
My thought is this. We should change or "enhance" the consequences for going into anarchy. NOW BEFORE YOU ALL TRY TO BEAT THE TAR OUT OF ME, hear me out.
Anarchy, when your empire is big, can take up to 3 turns for ONE change. Attempting to change several things can put you in anarchy for up to 12 years (yes this happened once). But......when it came down to it, that's merely like adding 12 years to all build cues, growth rates, and research quotas. All in all, not a terrible deal. In fact...id go so far as to say.....theres NO down side. Your simply PAYING for transition.
How about this. Anarchy, no matter what, takes between 1-3 Turns. Period. The biggest changes result in three, the simplest 1. Here's the trade off. The more "turns" you would normally invest in anarchy are instead translated into a % chance of "Schizm" and/or a % chance of your units going rogue/barbarian. Not merely "spawning barbarian" but YOUR units, BECOMING barbarian. This hurts doublely so. Revolutions should ALWAYS be risky. If we go with the "Schizm" thing, then anarchy would end immediately. The side that stays WITH You, would have your new civic options. The side that is now its own civ, would have your OLD civic options. And if we have our way, it'd be the "other leader" from your civ's file. (I also think it'd be neat if a "schizm" was to occur, the game would check to see if there are already two of the same civ in the game - becuase a civil war already had occured - and then negate it. In this, if you "reconquered" your lands for yourself. You could go through another civil war later, but if theres already 2 civs of "you", then it doesnt.)
I ALSO think it would be neat, that if you changed your "government" civic (and this applies only to the govnerment options) that your "relations" with other nations would go back to 0. As if you'd just met. After all, its a whole new regime! They dont know if your the same. (Perhaps some things would remain like "you declared war on us" or "you're heathens" and things that are civ and religion based instead of leader based.) But modifiers on trade, and modifiers on diplomacy ("you denied us help during war") would be wiped clean.
If we dont want/cant eliminate the excessive turns for anarchy, then we could , i hope, put in a small % chance that grows with each year of successive anarchy. First year 2%, maybe doubling every turn. 4% for 2 years of anarchy, 8% for 3, 32% for 5 years, 64% for 6, and at 7 or greater, your basically guarenteed civil war over it. THIS would force players to change their civic options more slowly. And with that little revolutionary delay, it would take a LONG time to switch over completely to something. This makes it quite different than simply "paying" for it.
And.....quite naturally, spiritual aspect civs, would be immune. Perhaps they could be given a "flat" rate of like 4% chance of Civil war every time they switched, no matter the amount of switching. But they'd still never enter anarchy.
Ok, go ahead and throw your stones now.
<Hides behind impenetrable cardboard-box-fort>
-Qes