Switching Civics

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

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
 
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.
 
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.

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.
 
Another "good" opportunity for bureaucracy centered empires to switch civics is when the slaves revolt.
 
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