About: Anarchy (Civ1)   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

In the original Civilization, anarchy is caused by a revolution for a government switch. The Pyramids wonder shortens the anarchy to one turn. * All tiles that produce 3 or more of a resource have a -1 production penalty of the resource. * Martial Law for 3 units : For every military unit inside city, unhappiness is reduced by 1. * Units that are over the city size cost 1 shield of maintenance. Settlers consume 1 food. * No tax and science collected. No maintenance cost. * High Corruption. Advisers are represented by Mongols in ancient age and hoodlums in the modern age.

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  • Anarchy (Civ1)
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  • In the original Civilization, anarchy is caused by a revolution for a government switch. The Pyramids wonder shortens the anarchy to one turn. * All tiles that produce 3 or more of a resource have a -1 production penalty of the resource. * Martial Law for 3 units : For every military unit inside city, unhappiness is reduced by 1. * Units that are over the city size cost 1 shield of maintenance. Settlers consume 1 food. * No tax and science collected. No maintenance cost. * High Corruption. Advisers are represented by Mongols in ancient age and hoodlums in the modern age.
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abstract
  • In the original Civilization, anarchy is caused by a revolution for a government switch. The Pyramids wonder shortens the anarchy to one turn. * All tiles that produce 3 or more of a resource have a -1 production penalty of the resource. * Martial Law for 3 units : For every military unit inside city, unhappiness is reduced by 1. * Units that are over the city size cost 1 shield of maintenance. Settlers consume 1 food. * No tax and science collected. No maintenance cost. * High Corruption. Advisers are represented by Mongols in ancient age and hoodlums in the modern age.
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