Rohili said:
Ok thanks, I didn't know that.

What about non-religious civs? How many turns of anarchy do they normally experience?
It's in the range of 1-8 turns for vanilla/PTW games.
One part of anarchy length (0-3 turns) depends on the number of cities you have, 1-5 randomly calculated turns are added to that.
If you play C3C, another turn is always added, so 2-9 turns here.
I don't know the number-of-cities/utrns relation. But if you e.g. revolt out despotism and are still in the expansion phase, you cannot go wrong founding new towns
after calling out the revolution.
So since we're at it anyways, in general, a neat revolution could go like this:
Say, you have 3 settlers ready to plop down in the same turn you want to revolt, put them on 'w' if they become active; then assign worker commands (these need twice the time if they get their orders during anarchy), possibly do pop (or gold) rushes where necessary (can't do during anarchy, leader rush does work however), open embassies if need be (not allowed during anarchy), also possibly make diplo (especially if you want to pay gpt). Then confirm the revolution and ask the domestic advisor about the anarchy length. Now found your new 3 towns, make sure there's no
ongoing unhappiness issues (check out 'burning' cities, which went into disorder at turn start) and end the turn.
Be careful about assigning worker jobs during anarchy. I would not recommend starting jungle clearence, for example (if in doubt, move mouse over the worker action button to see how long it would take). For example, in case you have only one turn of "touch and go" left, it's better to just press space and start clearance in the next turn (48:25 base turns in comparison!). I tend to organize workers (those that became active during anarchy) so that most of them become active again as soon as the new gov is in place (e.g. by stacking or assigning "easy" jobs only).
Btw, apart that it takes longer to cut forest, lumber-jack shields can still go into the production box, you could even finish a city's build project in the process.
As for unhappiness, depending on anarchy lenght and if you don't regard it as an exploit, you *could* let cities slip into disorder every other turn by putting all citizens on food-tiles and make all citizen tax collectors or scientists in the turns inbetween (dunno if engineers work, though). This way, you could have a half-decent income or research progress while starvation probs remain fairly low (somehow there's no starvation when a city is in disorder). With scientists' beaker contribution, you could do funny things such as revolting when you somehow auquired monarchy, finish the missing beakers towards republic during anarchy and then in fact switch to republic rather than to monarchy.
Besides, assigning tax collectors (at least just temporarily) is of course a good measure to boost your spare gpt: that way, you could probably sign a gpt deal with an AI.
If you're not so into micro-managing, you could hire the governor during anarchy (manage moods/emphasize food in every city). However, don't forget to turn the weirdo

off afterwards.
Hope your citizens are now striving for anarchy!

Have fun with it.
