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AC-Police State Game : rules about game bugs and features

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  • AC-Police State Game : rules about game bugs and features

    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.)

    • 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.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  • #2
    I guess I'll consider it accepted.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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