This is the order how the cities are managed. Please correct if it is wrong.
A. cities are processed (the last city goes first):
1. increase/decrease population
city growth ...the computer chooses the new square to work (the food first)
else(!)
famine ...if city size is decreased (no Settler) then the computer chooses all squares to work
famine come up only if the food box was completely empty (you can rotate turns with 1 surplus and 100 shortage) and there is no city growth in the moment
2a. shields added to the production and the production is finished eventually (if settler is built then the city size is decreased and the computer chooses all squares to work)
2b. unit support: checked if shield production is higher than number of units supported
3a. riot flag is set
3b. WLTxD is checked (if population is increased then the computer chooses the new square to work)
4a. taxes added
4b. upkeep of improvements
5. beakers added to the research; the new tech eventually (if that tech is a "government" tech then player can set the revolution flag, i.e. set the government to anarchy)
B. government change
if Oedo year and revolution flag then new government
Examples:
The city that riots loses gold immediately but shields next turn.
"Instant revolution" (computer has asked the player about revolution in the phase 5) puts into anarchy only cities that are proceeded after the city where the "government" tech is reached.
(Anarchy is despotism with zero trade and beaker output and a little bit (by 1/3 ?) higher shield waste)
If you are switching goverment then WLTxD doesn't work for cities that fell into anarchy
A. cities are processed (the last city goes first):
1. increase/decrease population
city growth ...the computer chooses the new square to work (the food first)
else(!)
famine ...if city size is decreased (no Settler) then the computer chooses all squares to work
famine come up only if the food box was completely empty (you can rotate turns with 1 surplus and 100 shortage) and there is no city growth in the moment
2a. shields added to the production and the production is finished eventually (if settler is built then the city size is decreased and the computer chooses all squares to work)
2b. unit support: checked if shield production is higher than number of units supported
3a. riot flag is set
3b. WLTxD is checked (if population is increased then the computer chooses the new square to work)
4a. taxes added
4b. upkeep of improvements
5. beakers added to the research; the new tech eventually (if that tech is a "government" tech then player can set the revolution flag, i.e. set the government to anarchy)
B. government change
if Oedo year and revolution flag then new government
Examples:
The city that riots loses gold immediately but shields next turn.
"Instant revolution" (computer has asked the player about revolution in the phase 5) puts into anarchy only cities that are proceeded after the city where the "government" tech is reached.
(Anarchy is despotism with zero trade and beaker output and a little bit (by 1/3 ?) higher shield waste)
If you are switching goverment then WLTxD doesn't work for cities that fell into anarchy
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