WinterHawk, the anarchy stat is meant to represent the extent to which the average person feels that someone’s in control – where at this stage of the game, “someone” means the Hegemony – and accepts their authority. Anarchy can go up when you create a sense of things spinning out of control, and also (though this happens less at this stage) when you undercut the authority of the Thaumatarchy by getting people to seriously ask, “why do we have to follow these guys?” (If you demystify the Karagonds’ authority and leave it there, you’ll get a nice high anarchy. If you succeed in giving people some alternative to follow, which will not always be easy to pull off, it will boost anarchy less and followers more).
One of the key things anarchy will add up to in this game is, as your father suggests, how many Alastors and Phalangites the Archon will feel free to send after you directly, and how many she will have to divert to putting out fires elsewhere in the Rim. Getting Simon won’t compensate much in combat terms for the additional wave of troops you’ll be facing.
Anarchy won’t be the only thing affecting the number of troops you’ll face at the end – you may have noticed in the code that I’ve also half-introduced a hidden stat on “notoriety,” which varies depending on how much the authorities care about something you’ve done. For example, the Owlscap raid will not move the anarchy meter too much (theft on long distance overland trade routes is perceived as pretty normal by your average subject) but will bump notoriety (“the Thaumatarch really cares about trade”). High notoriety will also get extra troops sent after you.
In later games, anarchy will continue to affect how many troops the Hegemony can send after you; but also, increasingly, how much you’re able to create any stability in the territory you’ve cleared. A high anarchy strategy will create, in a word, Afghanistan. You can kick out the occupier, but good luck building on what’s left. Or the French Terror: the revolution that eats its own leaders, and opens the way for a charismatic autocrat to create a new order.
It’s one of the stats I’ll definitely be sense-checking at the balancing stage of Game 1, to make sure there’s consistency in my idea of why a certain action on your part has created a given rise in anarchy.