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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > AC-Police State Game > AC-Police State Game : rules about game bugs and features
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Maniac is offline Maniac
Emperor
Gent, Belgium
Jul 1999
time: 06:30
  Old Post 19-09-2003 01:33
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AC-Police State Game : rules about game bugs and features Support Apolyton, pre-order Civilization IV

Before polling this, I would first like to ask if someone even wants this polled, and if we shouldn't just use the standard Forum Wars rule set instead:

(I left out the rules that only apply to PBEM MP games.)

quote:
• Total freedom in Design Workshop (upgrades anytime, during turn or on-field)
• Retro-engineering - OK, except for using the probe rover chassis before discovering Doc. Mobility
• SE switches "quickies" forbidden - (obviously you can experiment to see what effect various SE choices have, but cannot change, play moves, then change back in the same turn)
• Stockpiling in Qs anytime - OK
• Crawlers Upgrade anytime - OK (see Design Workshop, earlier)
• Multiple drops - cannot use the right click mouse feature to extend range of drop units beyond the 8 tiles (pre Space Elevator)
• Base growth through Colony Pods - can be used to increase a base size up to the applicable pre-facility limit, but cannot be used to breach that limit without the facility being built.
• Psi units cannot be assigned multiple waypoint patrol routes (to avoid instant demon boil bug)
• Cannot change an infiltrated faction's workers to specialists, for example by using the F4 screen (or the bases icon of the F2 screen)


I found some other possible exploit rule from the Tau Ceti set:


  • No base trading with the AI. Extortion is allowed.

Maniac is offline Maniac
Emperor
Gent, Belgium
Jul 1999
time: 06:30
  Old Post 01-10-2003 04:13
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#2 Report this post to a moderator
Support Apolyton buy from Amazon

I guess I'll consider it accepted.

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