Two things....Anarchy and Commerce

Espírito

Civ Addict
Joined
Sep 16, 2002
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Manchester, England
Two little things I'd like explaining to me if anyone is able (no screenshots for the second sorry, you'll have to test on your own) I use Conquests unpatched so if this has been fixed, sorry for asking.

ANarchy: How is Anarchy calculated is it completely random 2-7 each time a change in gvnmnt occurs or is it a set figure per game? I generally get the same figure in each game (I only usually change 2ce Despotism --> Monarchy --> Democracy), however in this game I am currently playing, I have changed from Despotism --> Monarchy---> Democracy ---> Communism and each time it has ytaken me 7 turns to change (I'm not religious) and was getting a bit annoyed concidering both the last two were during large wars. And is Religious the only way civs are differentiated between or are some civs predisposed to long periods of Anarchy?

Commerce: ater in the game when I had about 1500 Commerce, I hit the F1 button, and was changing my slider when I noticed in the top left, the total commerce shown was changing INDEPENDENTLY OF CORRUPTION/EXPENSES ETC. This means that some cities were varying the amount of Commerce they gained per turn just because I was moving the science slider. Is this a bug or is there legit. reason for it. Ta.

Oh, and thirly, what are the requirements to build your palace, I gnerally get it when I get many WLTK days but have had it when cities descend out of WLTK days but not previously....any help?

ta anyone/
 
Anarchy is dependent on the size of your civilization and a random factor. In C3C, I believe it's 1 plus 0-4 depending on # of cities plus 1-4 random (so, yes, it can reach 9 turns). I don't have the exact cut-off for # of cities handy or a link. Sorry. :( [BTW, I'd recommend changing Despotism -> Republic for most games and staying there. The advantages of Democracy over Republic are minimal at best.]

Commerce. Total commerce on F1 is greatly affected by buildings. If you have all the science-improving buildings (libraries, universities, and research labs) and almost no tax-improving buildings (marketplaces, banks, and stock exchanges), having high science gives more total commerce than high tax, because of the building multiplication effect. Similarly, the opposite holds true. It depends on the buildings you have in your cities -- especially in your highest-commerce cities.

And, thirdly, I don't really know. It doesn't affect gameplay at all, so I've kind of ignored it.

Arathorn
 
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