What kind of Government System would you like to see in Civ 7

What kind of Government System do you want to see in Civ 7


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Fair, but I wish the games wouldn't equate anarchy with revolutionary periods.

You mean like... how the term is usually applied historically?

Seriously.

Anarchy, by convention, by dictionary, by usage by experts on history and government, means a lack of (functional) governmental structure. No more. No less.

Doesn't matter that people try to adopt it to mean something different. It doesn't.

Perhaps "anarchists" should call themselves something else, if "no governmental structure" isn't what they want.
 
You mean like... how the term is usually applied historically?

Seriously.

Anarchy, by convention, by dictionary, by usage by experts on history and government, means a lack of (functional) governmental structure. No more. No less.

Doesn't matter that people try to adopt it to mean something different. It doesn't.

Perhaps "anarchists" should call themselves something else, if "no governmental structure" isn't what they want.

The term is also very much used, both historically and by experts today, to mean a lack of a centralised state - this isn't the same thing as no functional governmental structure. This isn't some new thing either, anarchists have been referred to as such for hundreds of years. There's a widespread assumption that the only way to have a structure that directs the governance of a region is through the use of a state, but that simply isn't true. Regions containing millions of people have been administered through non-state structures, and I do find it frustrating that Civ uses the same term that is used (historically and today) to refer to the governance of these regions for a game mechanic representing chaos and non-functional governance. That's especially true for me because they're using it to describe the political organisation of a region, and not just the general usage people have of soemthing like "the office was so unorganised that it was practically anarchy". That being said, it is a frustratingly widespread usage of the term - it's not like Civ is unique in this way. I'd appreciate it if they changed it - it would be very trivial to replace anarchy here with something like chaos - but I don't expect they will.
 
The term is also very much used, both historically and by experts today, to mean a lack of a centralised state - this isn't the same thing as no functional governmental structure. This isn't some new thing either, anarchists have been referred to as such for hundreds of years. There's a widespread assumption that the only way to have a structure that directs the governance of a region is through the use of a state, but that simply isn't true. Regions containing millions of people have been administered through non-state structures, and I do find it frustrating that Civ uses the same term that is used (historically and today) to refer to the governance of these regions for a game mechanic representing chaos and non-functional governance. That's especially true for me because they're using it to describe the political organisation of a region, and not just the general usage people have of soemthing like "the office was so unorganised that it was practically anarchy". That being said, it is a frustratingly widespread usage of the term - it's not like Civ is unique in this way. I'd appreciate it if they changed it - it would be very trivial to replace anarchy here with something like chaos - but I don't expect they will.

You may be right but to be fair, Civilization as a game is ultimately not very complex simulation of history (tbh such thing sounds like a nightmare to design) but a video game concept which is based on basic assumptions such as
1) There is predetermined "progress" and all societies naturally and instinctually follow it to reach space (it is literally impossible not to "progress")
2) Civilization = state
3) State = ever expanding empire which wants to "win" history via hegemonic power over the world
4) Civilization = essentialist nationalist culture separated from environment
5) Great Men approach of history (civilizations are symbolically represented by immortal political leaders)

I am not even criticising above notions, as much as they are rejected by modern historiography, because without the first three of then you don't have 4X game in general and without the latter two you don't have Civ franchise (also Humankind tried to subvert them and it was a disastrous game design choice)

How do you want to adapt anarchist rule of decentralised voluntary grassroots structures for a series where you are a spirit of Napoleon embodying an empire and attempting to dominate the globe :crazyeye:it doesn't even square for cultural victory.
 
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For fun, I created the following expanded social engineering table that I think could work well in civ7:

Politics:NoneOligarchyMonarchyRepublicAutocracyDemocracy
Economy:BarterMerchantPlannedMixedFree MarketGreen
Social:TribalAristocraticMeritocracyCasteFeudalEgalitarian
Values:SurvivalScientificProsperityMilitaristicSpiritualArtistic

It occurred to me that you could combine this social engineering table with the civ6 policy card system for even more customization. The politics row could work like civ6 governments, giving you a special ability and a certain number of military, econ, diplomatic and wild card slots. You could still have the civ6 policy cards to give you military, economic and diplomatic abilities. This would represent your government and your policies. Then, the economic, social and values rows would give you additional modifiers or perks like in SMAC. They would represent the type of society you have. Obviously, balance would be key. I would move the "+20% combat xp" for Oligarchy to the Militaristic value. But I could see this system allowing for some powerful synergies. For example, you could pick Oligarchy and Militaristic value and slot in Agoge for a powerful early game military civ.
 
Taken from my thread "The Big Ideas for Civ VII: Cultures, Citizens, and Councils":
Counsel

Instead of filling policy cards, Governments are now differentiated by how many members of their ruling Counsels there are and what job functions they have. These Counsels are very similar to those found in Crusader Kings III, except for the fact that everyone is more or less immortal.

For the earliest government of Chiefdom, the only Counsel member is the Leader. Early governments like an Ancient Republic or a Monarchy might only have one spot on their Counsel, consul or spouse, respectively... but these would have different functions. A consul might have the options to Lobby for Legislation (reducing the cost of a certain Civic) or Drum Up War Support (gaining a casus belli and temporary combat bonus) whereas a spouse might have the option to Appease the People (lowering the penalty for low Amenities) or Provide Moral Support (giving the Leader a bonus to his stats).

A late game government like a Democratic Republic would have the Leader, Vice President, Speaker of the House, Chief Justice, and a whole slew of Cabinet Secretaries. A retired Great General would have stats that make him a particularly good choice for Secretary of Defense, whereas a Great Engineer would make a better Secretary of Labor, but either could fill any position.

There is now a new currency called Political Capital that is used to purchase Policies. Depending on the Government, some policies cost more Political Capital than others. In a Democratic Republic, it costs more Political Capital to enact Censorship than Free Speech. Governments also have different means of generating Political Capital. In a Democratic Republic, every Citizen with a positive approval rating of the Leader generates Political Capital. For a Fascist government, Political Capital might be gained by a combination of Soldiers’ approval and through conquest.

There would also be inspiration taken from the game Democracy 4.
Every Citizen would have opinions on different policies and certain issues which they're particularly passionate about.
Ensuring that the majority of citizens (as well as powerful factions and particularly powerful individual citizens) are overall satisfied with your policy choices would prevent rebellions and revolts from fomenting.
The members of your Council or heads of Corporations and Religions would be individuals to keep appeased.

Examples:
An individual Worker at a Factory might care about policies regarding minimum wage, but would have very limited influence overall.
However, if there are many Factories with Workers, they might form a Labor Union which decides to go on Strike, severely curtailing Production.
On the other hand, appeasing the Workers might anger the CEOs of Corporations, leading them to contribute less Gold (think of it as a loss of campaign donations or creative tax loopholes)
 
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For fun, I created the following expanded social engineering table that I think could work well in civ7:

Politics:NoneOligarchyMonarchyRepublicAutocracyDemocracy
Economy:BarterMerchantPlannedMixedFree MarketGreen
Social:TribalAristocraticMeritocracyCasteFeudalEgalitarian
Values:SurvivalScientificProsperityMilitaristicSpiritualArtistic

It occurred to me that you could combine this social engineering table with the civ6 policy card system for even more customization. The politics row could work like civ6 governments, giving you a special ability and a certain number of military, econ, diplomatic and wild card slots. You could still have the civ6 policy cards to give you military, economic and diplomatic abilities. This would represent your government and your policies. Then, the economic, social and values rows would give you additional modifiers or perks like in SMAC. They would represent the type of society you have. Obviously, balance would be key. I would move the "+20% combat xp" for Oligarchy to the Militaristic value. But I could see this system allowing for some powerful synergies. For example, you could pick Oligarchy and Militaristic value and slot in Agoge for a powerful early game military civ.

The problem with setups like this is you too often run into balance problems, where it's too much of a no-brainer to update to the more "modern" item. Obviously no clue what the yields in the above table end up as, but too often it's just a case where when you "discover" egalitarianism you're never going to stay in a caste system, for example. Assuming that the various options unlock throughout the game.

So while at some level you see a table like that and think of all the random possibilities, in most cases, you probably have less realistic choices than you do in civ 6, where you have a strict 4 eras and 3 options per era setup. Sure, it has the advantage where you get sort of a more slow, incremental change, since you'd probably change each of the 4 groups separately when you unlock each option in turn. And you do get some eras in the middle where you get a little more leeway, as you get more transitions in time.

I still go back and forth on all the government options. How to set up a system where you have real choices through the game, those choices matter and might have other impacts about how you run the game, but also isn't too wide open to abuse and changing, it's hard to balance it all.
 
The problem with setups like this is you too often run into balance problems, where it's too much of a no-brainer to update to the more "modern" item. Obviously no clue what the yields in the above table end up as, but too often it's just a case where when you "discover" egalitarianism you're never going to stay in a caste system, for example. Assuming that the various options unlock throughout the game.

So while at some level you see a table like that and think of all the random possibilities, in most cases, you probably have less realistic choices than you do in civ 6, where you have a strict 4 eras and 3 options per era setup. Sure, it has the advantage where you get sort of a more slow, incremental change, since you'd probably change each of the 4 groups separately when you unlock each option in turn. And you do get some eras in the middle where you get a little more leeway, as you get more transitions in time.

I still go back and forth on all the government options. How to set up a system where you have real choices through the game, those choices matter and might have other impacts about how you run the game, but also isn't too wide open to abuse and changing, it's hard to balance it all.

Yes, balance is key. One issue I have with the civ6 system is that they deliberately made the latter game governments better. So the game pushes you to upgrade your government to the next tier as soon as possible. But the obvious answer is to balance things better. So in your example, I would not make egalitarian better than caste. I would try to balance it so that both are equal, just different, offering a bonus for different gameplay styles.
 
The term is also very much used, both historically and by experts today, to mean a lack of a centralised state - this isn't the same thing as no functional governmental structure.

Lmao what? Did you just say that feudalism is a form of anarchy?

If the term were so widely used in such a manner by historians and by experts, surely there's at least one dictionary where you can find a single definition to back you up?

Dictionary.com:
-A state of society without government or law.
-Political and social disorder due to the absence of governmental control.
-Lack of obedience to an authority; insubordination.
-Confusion and disorder.

Merriam-Webster:
-Absence of government.
-A state of lawlessness or political disorder due to the absence of governmental authority.
-A utopian society of individuals who enjoy complete freedom without government.
-Absence or denial of any authority or established order.
-Absence of order.

Oxford Learner's Dictionary (regular one is behind a paywall):
-A situation in a country, an organization, etc. in which there is no government, order or control.

Cambridge Dictionary:
-A situation in which there is no organization and control, especially in society, because there is no effective government.
-A lack of organization and control in a society or group, esp. because either there is no government or it has no power.

I mean, I could keep going, but hopefully by now the point is clear.

Anarchy means a lack of order or government. Nothing more, nothing less.
 
You may be right but to be fair, Civilization as a game is ultimately not very complex simulation of history (tbh such thing sounds like a nightmare to design) but a video game concept which is based on basic assumptions such as
1) There is predetermined "progress" and all societies naturally and instinctually follow it to reach space (it is literally impossible not to "progress")
2) Civilization = state
3) State = ever expanding empire which wants to "win" history via hegemonic power over the world
4) Civilization = essentialist nationalist culture separated from environment
5) Great Men approach of history (civilizations are symbolically represented by immortal political leaders)

I am not even criticising above notions, as much as they are rejected by modern historiography, because without the first three of then you don't have 4X game in general and without the latter two you don't have Civ franchise (also Humankind tried to subvert them and it was a disastrous game design choice)

How do you want to adapt anarchist rule of decentralised voluntary grassroots structures for a series where you are a spirit of Napoleon embodying an empire and attempting to dominate the globe :crazyeye:it doesn't even square for cultural victory.

I very much agree that Civilization is not the series to be trying to accurately model an anarchist polity! It was not my intent to suggest that Civilization should attempt this - as you say, the "Great Man Of History" approach that Civ relies on is completely at odds with anarchism, and at least to me it would be very unsatisfying to have the fundamental gameplay of an anarchistic society be identical to that of a dictatorship anyway. My only suggestion, and I'll freely admit it's a minor one that does not impact the game greatly, is for the series to avoid using the term anarchy as a political descriptor to refer to a period of complete chaos :)
 
My only suggestion, and I'll freely admit it's a minor one that does not impact the game greatly, is for the series to avoid using the term anarchy as a political descriptor to refer to a period of complete chaos :)

Again, why do you want the game to not use the word anarchy for a state of anarchy?
 
I think there is something to be said about keeping things simple. I don't think civ should try to be a political simulator. Honestly, I'd be ok with static governments but that have lots of interesting special abilities.

For example, civ7 could have the following governments:

Tribal (default at start of game)
Classical Republic
Direct Democracy
Constitutional Monarchy
Merchant Republic
Federal Republic
Despotism
Absolute Monarchy
Communism
Fascism
Military Dictatorship

Each government could have unique abilities, unique buildings, special events, different transition effects if you leave or adopt that government from another government. There could be interesting gameplay rules for each government. For example, military dictatorship could impose martial law that makes cities immune from revolts for 5 turns. And you could tailor each government to different player styles. You could also tweak the UI and the eye candy to make each government feel more immersive. For example, under absolute monarchy, other leaders during diplomacy would refer to you as "your majesty" but under a federal republic, they would refer to you as "Mr President". I think if the devs put in the effort to make each government play different, it could work. I do think balance would be important. Every government type should be viable throughout the game.
 
Lmao what? Did you just say that feudalism is a form of anarchy?

If the term were so widely used in such a manner by historians and by experts, surely there's at least one dictionary where you can find a single definition to back you up?

Dictionary.com:
-A state of society without government or law.
-Political and social disorder due to the absence of governmental control.
-Lack of obedience to an authority; insubordination.
-Confusion and disorder.

Merriam-Webster:
-Absence of government.
-A state of lawlessness or political disorder due to the absence of governmental authority.
-A utopian society of individuals who enjoy complete freedom without government.
-Absence or denial of any authority or established order.
-Absence of order.

Oxford Learner's Dictionary (regular one is behind a paywall):
-A situation in a country, an organization, etc. in which there is no government, order or control.

Cambridge Dictionary:
-A situation in which there is no organization and control, especially in society, because there is no effective government.
-A lack of organization and control in a society or group, esp. because either there is no government or it has no power.

I mean, I could keep going, but hopefully by now the point is clear.

Anarchy means a lack of order or government. Nothing more, nothing less.
I thought we already established that dictionaries do not provide an understanding of anarchism. This is headed into #onejoke territory at this point.
 
I thought we already established that dictionaries do not provide an understanding of anarchism. This is headed into #onejoke territory at this point.

You are aware that the entire purpose of dictionaries is to provide definitions?

You can refute dictionaries all you want, but at the end of the day, a dictionary reflects how society as a whole defines a certain term. Just because you personally have decided to define a term differently from the rest of the world, that does not make the term different. It just makes you a weirdo who refuses to communicate by the established definitions of words, and is thus impossible to understand.

I would also like to point out that the ideology of anarchism is not the same thing as anarchy. For one, it's an ideology, not a state of society/government. For another, the vast majority of people who call themselves anarchists don't actually want anarchy, they just want to remove governmental power, or establish a different government,
 
I think there is something to be said about keeping things simple. I don't think civ should try to be a political simulator. Honestly, I'd be ok with static governments but that have lots of interesting special abilities.

For example, civ7 could have the following governments:

Tribal (default at start of game)
Classical Republic
Direct Democracy
Constitutional Monarchy
Merchant Republic
Federal Republic
Despotism
Absolute Monarchy
Communism
Fascism
Military Dictatorship

Each government could have unique abilities, unique buildings, special events, different transition effects if you leave or adopt that government from another government. There could be interesting gameplay rules for each government. For example, military dictatorship could impose martial law that makes cities immune from revolts for 5 turns. And you could tailor each government to different player styles. You could also tweak the UI and the eye candy to make each government feel more immersive. For example, under absolute monarchy, other leaders during diplomacy would refer to you as "your majesty" but under a federal republic, they would refer to you as "Mr President". I think if the devs put in the effort to make each government play different, it could work. I do think balance would be important. Every government type should be viable throughout the game.

Yeah, sometimes you can over-complicate things. I think the core setup of civ 6 was fairly solid - you have a few soft of distinct governmental eras, in each era you have a choice of options, and each one is good in some situations. I do like how in civ 6, it's not always a 100% guaranteed "best" option, like earlier games when you unlock a certain one it just completely dominates.

I think what is reflected by a lot of comments here that 6 lacks is any sort of permanence, and is too fluid. So maybe at least, the government legacy cards should auto-carry over and always be slotted in the future. Then what choice you make early will continue to stay relevant later (although obviously you'd want some re-balancing of the bonuses). I think if you combine that with perhaps a more tailored policy card system, where certain cards are only available in certain governments (like 6 does for the tier 3 options), and perhaps even adds in another layer where changing between governments on the same level leads to the anarchy (or revolution if you want to rebrand it), so you can't just flip from a Monarchy to a Theocracy overnight. You could even consider have ANY government switch lead to that period of unrest. Then at least you have a more strategic choice at play - if you don't have too many policy cards from the new government tier unlocked, perhaps you'd want to stay back in the old one for a bit longer. But eventually the new cards would be more powerful, and it will be worth the period of unrest.
 
The problem with setups like this is you too often run into balance problems, where it's too much of a no-brainer to update to the more "modern" item. Obviously no clue what the yields in the above table end up as, but too often it's just a case where when you "discover" egalitarianism you're never going to stay in a caste system, for example. Assuming that the various options unlock throughout the game.

So while at some level you see a table like that and think of all the random possibilities, in most cases, you probably have less realistic choices than you do in civ 6, where you have a strict 4 eras and 3 options per era setup. Sure, it has the advantage where you get sort of a more slow, incremental change, since you'd probably change each of the 4 groups separately when you unlock each option in turn. And you do get some eras in the middle where you get a little more leeway, as you get more transitions in time.

I still go back and forth on all the government options. How to set up a system where you have real choices through the game, those choices matter and might have other impacts about how you run the game, but also isn't too wide open to abuse and changing, it's hard to balance it all.

You would need trade offs and actual downsides for your choices, something more interesting than Yield Go Up

For exwmple more individual freedom you have in a society, the more creative and imaginative it is (bonus to culture and science) but the harder it is to compell people to do things (greater war weariness, it’s harder to build a military, lower gold and hammers because workers have to be well treated etc)
 
I think what is reflected by a lot of comments here that 6 lacks is any sort of permanence, and is too fluid. So maybe at least, the government legacy cards should auto-carry over and always be slotted in the future. Then what choice you make early will continue to stay relevant later (although obviously you'd want some re-balancing of the bonuses). I think if you combine that with perhaps a more tailored policy card system, where certain cards are only available in certain governments (like 6 does for the tier 3 options), and perhaps even adds in another layer where changing between governments on the same level leads to the anarchy (or revolution if you want to rebrand it), so you can't just flip from a Monarchy to a Theocracy overnight. You could even consider have ANY government switch lead to that period of unrest. Then at least you have a more strategic choice at play - if you don't have too many policy cards from the new government tier unlocked, perhaps you'd want to stay back in the old one for a bit longer. But eventually the new cards would be more powerful, and it will be worth the period of unrest.

I agree that it was too easy to change governments and policies in civ6. This is because they removed any period of unrest that used to occur in previous civ games when you changed governments. Sure, you had to wait until you finished a civic to make a change for free but that just meant waiting a few turns. It rewarded the player to only make changes at certain intervals which actually felt a bit fake. And Civ6 had a gold cost if you wanted to change governments or policies outside of getting a new civic. But that was not enough of a deterrent because in the middle and late game, the player often had more than enough gold to pay for it. A simple solution would be to add a period of unrest back in. I think that unrest should exist for all changes but be longer for more radical changes, like changing from democracy to fascism. Also, perhaps all policy changes should cost some gold no matter what. That makes sense historically and it would add a decision factor for the player.
 
Lmao what? Did you just say that feudalism is a form of anarchy?

If the term were so widely used in such a manner by historians and by experts, surely there's at least one dictionary where you can find a single definition to back you up?

Dictionary.com:
-A state of society without government or law.
-Political and social disorder due to the absence of governmental control.
-Lack of obedience to an authority; insubordination.
-Confusion and disorder.

Merriam-Webster:
-Absence of government.
-A state of lawlessness or political disorder due to the absence of governmental authority.
-A utopian society of individuals who enjoy complete freedom without government.
-Absence or denial of any authority or established order.
-Absence of order.

Oxford Learner's Dictionary (regular one is behind a paywall):
-A situation in a country, an organization, etc. in which there is no government, order or control.

Cambridge Dictionary:
-A situation in which there is no organization and control, especially in society, because there is no effective government.
-A lack of organization and control in a society or group, esp. because either there is no government or it has no power.

I mean, I could keep going, but hopefully by now the point is clear.

Anarchy means a lack of order or government. Nothing more, nothing less.

Nope, feudalism is not a form of anarchy; it still has a centralised state, just a weak one. I don't know how you could look at a society that can have a literal king and say that there is no state there. I'm struggling to imagine that you're actually interested in this topic of conversation in good faith given your antics in response to an extremely simple request to change a single word (would you react the same way if the game used the colloquial, propagandised and informal definition for any other political ideology?), but I'll give it a shot.

Dictionaries are a terrible source for this; if we're discussing historians and experts, they're not consulting Dictionary.com for their definition of political philosophies. If we want to discuss the position of historians and experts, lets consult academic articles written by those experts. If you feel strongly about dictionaries, however, the 'regular one' you refer to when you're discussing Oxford Learner's Dictionary has the following two definitions:
- a state of disorder due to absence or non-recognition of authority or other controlling systems.
- the organization of society on the basis of voluntary cooperation, without political institutions or hierarchical government; anarchism.
The second of which neatly refers to the concept we're discussing of a governance body without hierarchy - a stateless society that nonetheless is focused on cooperation, but voluntarily and not by force.

If we go back to some of the most famous writers involved in the foundation of the modern-day theory, we can see Kropotkin wrote in The Conquest of Bread:
Proudhon worked out his idea of Anarchism, and Mutualism, without State interference.
In taking “Anarchy” for our ideal of political organization we are only giving expression to another marked tendency of human progress. Whenever European societies have developed up to a certain point they have shaken off the yoke of authority and substituted a system founded roughly more or less on the principles of individual liberty.
Things are arranged more easily and more satisfactorily without the intervention of the State.
(bolding mine)

It's very clear this is discussing a society without hierarchy or a state, including reference to Proudhon, one of the first writers connected to modern-day anarchism saying the same thing. It's not that there is no order; it's not there there is no governing happening, it's that there is no hierarchical government - the governing that is happening is done by and for the people who live in that area. I don't fully disagree with your definition of "anarchy means a lack of order of government" - by the vast majority of definitions of the government people will give you, that is true, though the lack of order is simply incorrect; I just do not think it supports your argument that the philosophy of anarchy is well-represented by the way it has been used in the Civ series. A final example of the historical usage makes clear what I am saying, written by Errico Malatesta (simply titled Anarchy), who is one of the most well-regarded members of the anarchist tradition:

Anarchists, including this writer, have used the word State, and still do, to mean the sum total of the political, legislative, judiciary, military and financial institutions through which the management of their own affairs, the control over their personal behaviour, the responsibility for their personal safety, are taken away from the people and entrusted to others who, by usurpation or delegation, are vested with the powers to make the laws for everything and everybody, and to oblige the people to observe them, if need be, by the use of collective force.


In this sense the word State means government, or to put it another way, it is the impersonal abstract expression of that state of affairs, personified by government: and therefore the terms abolition of the State, Society without the State, etc., describe exactly the concept which anarchists seek to express, of the destruction of all political order based on authority, and the creation of a society of free and equal members based on a harmony of interests and the voluntary participation of everybody in carrying out social responsibilities.

Anarchism is an ideology interested in the removal of the state, and not an ideology dedicated to removing any semblence of order, shared obligations towards the community, or other things represented in both Civilization and the way you're using the term.

My repeated use of the term State here is a by-product of referencing older anarchist texts; modern-day anarchism has involved writers like Murray Bookchin defining it in a slightly more broad way, such as his summary of previous work in his book The Ecology of Freedom:
My book Post-Scarcity Anarchism (1971) pioneered this vision. Composed of essays dating from 1964, it addressed itself more to hierarchy than class, to domination rather than exploitation, to liberatory institutions rather than the mere abolition of the State, to freedom rather than justice, and pleasure rather than happiness.
Despite this broadening of the term, the fundamental principle of the concept is the same - it is an ideology that pushes for a world without hierarchies, where people work together voluntarily to look after all.

If one wants a modern definition, a collection of thoughts by experts in the field, then there's The Routledge Handbook of Anarchy and Anarchist Thought, published a few years ago, which defines anarchism as:
Anarchy is a social condition free not of rules but of rulers—and so especially, but not only, of states. Anarchism is the project of doing without rulers
In fact, they even explicitly address the misconception that is the topic of this discussion:
The popular identification of anarchy with chaos makes sophisticated interpretations of the topic—interpretations that see anarchy as kind of social order rather than as an alternative to it— especially interesting

As to your point raised in your most recent post which I just saw, that anarchy is not the goal of anarchism, that is just self-evidently incorrect; for one, look at the quotes above and you will find that anarchists and those writing on it are constantly using the word anarchy to refer to their goals. Secondly, it definitionally cannot be true; anarchism is the political ideology that advocates for anarchism, it is nonsensical to say that "the vast majority of people who call themselves anarchists don't actually want anarchy". All of this is to say that I find if frustrating, as someone who obviously has read a decent amount of anarchist literature and finds the ideology interesting, that the term is used in its propagandized manner in Civilization; it is not a huge deal, but I would rather the term be changed to something more reflecting the concept they're modelling in the game. I think most people would feel the same for an ideology they have spent time investigating; if Communism were simply "Evil Dictator Kills People For Fun", or Capitalism were simply "Evil Businessman Kills People For Fun" people would be frustrated by the usage of the term, but anarchy being "Evil Collective Ruins Society For Fun" being critiqued gets this level of pushback - it's frustrating to see. I'm going to stop writing now, as this is already a very long post, but this highlights the flaws of dictionaries when applied to something as complicated as an ideology, in my opinion - they're simple and reductive definitions performed to simplify a complicated topic down to a sentence or two, typically written by people without significant expertise in the topic. Unironically, wikipedia is likely to give a better summary of most political ideologies than dictionary.com will.
 
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