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Switching Civics

Discussion in 'Civ4 - Strategy & Tips' started by Cornhog, May 12, 2008.

  1. Cornhog

    Cornhog Warlord

    Joined:
    Jun 3, 2002
    Messages:
    160
    Location:
    Nashville
    How does it determine how long anarchy will last? Sometimes its one turn with one civic change, and other times its more. Is there any real benefit to waiting and swapping a lot at once? If you change more than one civic, it just seems to add up anyway.
     
  2. AnitaGaribaldi

    AnitaGaribaldi Warlord

    Joined:
    Jan 27, 2007
    Messages:
    290
    Location:
    Brazil
    Sometimes changing more than one civic can buy you one turn less of anarchy. The number of rounds of anarchy depends on the speed, number of civics your changing and I guess the age (not sure about this last one).
     
  3. JBossch

    JBossch King

    Joined:
    Apr 16, 2006
    Messages:
    914
    Location:
    Washington, DC
    I also think the size of your empire is a factor though someone smarter than I would have to look at the code to be sure. It just seems like 2 turns of anarchy even for 1 civic change on standard speed becomes unavoidable after, say, renaissance wars result in major expansion. At this point it becomes highly advantageous to change 2 civics at a time.
     
  4. VoiceOfUnreason

    VoiceOfUnreason Deity

    Joined:
    Dec 5, 2005
    Messages:
    3,663
    CvPlayer::getCivicAnarchyLength

    Short summary: if you are immune to anarchy, 0 turns. If not, 1 to 100 :eek: inclusive turns.

    +1 turn base cost
    +1 turn per civic changed
    + additional turns based on the number of cities you have ( a function of map size - on standard, the factor is 12.5, so you get an extra turn with 13 cities, two extra turns with 25, and so on)

    multiplied by the game speed modifier ( 67% / 100% / 150% / 200%); yes, anarchy at marathon speed is only doubled.

    multiplied be the era modifier of your starting era
    50% ancient and classical
    40% medieval and renaissance
    34% industrial and beyond.

    All of these constants are tucked away into XML files - ie, trivial to mod.

    Today's useless micromanagement tip - change civics before you found/acquire new cities.
     
  5. tycoonist

    tycoonist Deity

    Joined:
    Sep 22, 2006
    Messages:
    3,480
    Location:
    London
    not so useless as you make out. the perfect time to switch civics (i am thinking specifically of slavery) is when your worker/settler/WB is building/en route/traveling to resource
     
  6. goldenhero

    goldenhero Warlord

    Joined:
    Oct 21, 2007
    Messages:
    171
    LOL make that a challenge. First to hit 100 turns of anarchy wins!
     
  7. InvisibleStalke

    InvisibleStalke Emperor

    Joined:
    May 24, 2006
    Messages:
    1,329
    Location:
    Auckland, New Zealand
    The other perfect time to change civics is when you are suffering towards the end of a war. Change to your peacetime civics a couple of turns BEFORE you end the war. Those turns are relatively your least useful in the game. You suffer from war weariness and are either pumping the culture slider, running low pop from whipping or running unhappy citizens.

    At that time any units you create won't get to the front anyway, so why not use that time to spend your anarchy. Sometimes a couple of turns in anarchy is a relief - when you are losing money at 0% science for example.
     
  8. Gliese 581

    Gliese 581 Your average civ junkie

    Joined:
    Oct 11, 2007
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    2,503
    Location:
    Sweden
    That's true, actually you can switch civics directly after you've made peace if you have problems with war-weariness as that doesn't go away until the next turn.
     
  9. DanF5771

    DanF5771 Emperor

    Joined:
    Feb 21, 2008
    Messages:
    1,194
    Another "good" opportunity for bureaucracy centered empires to switch civics is when the slaves revolt.
     

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