I've been testing my latest fortnight OCC creation, and have run into a problem.
You start in Fundamentalism, and the "forbid government switching" toggle has been set in the scenario special rules. This prevents you from having a revolution, so you need to struggle along in Fundamentalism the whole game, which I figured would be a new and interesting challenge (slow science, no WLT*Ds, but tonnes of cash).
Here's the problem. If you trade for a government tech from the AI, you are given the 1 time chance to switch governments.
This seems to be a "feature" of the game, one that I was not expecting and was horrified when I discovered it (when I got Republic from one of the AIs).
2 solutions present themselves:
i) I could give you all the government techs at the start of the game, so that you won't trade for them later and switch out of fundamentalism. The problem with this is that your research advance rate is bumped up to 49 turns right from the start.
ii) I could make it clear that switching governments is not allowed (rather like airfields on hills and food caravan cheats are not allowed).
I favour #2. Do you think that a note in the scenario description and at the start of the results thread about this would be enough? Or do you think no one would read it and accidentally switch governments when they were ment not to.
You start in Fundamentalism, and the "forbid government switching" toggle has been set in the scenario special rules. This prevents you from having a revolution, so you need to struggle along in Fundamentalism the whole game, which I figured would be a new and interesting challenge (slow science, no WLT*Ds, but tonnes of cash).
Here's the problem. If you trade for a government tech from the AI, you are given the 1 time chance to switch governments.
![](http://apolyton.net/forums/frown.gif)
2 solutions present themselves:
i) I could give you all the government techs at the start of the game, so that you won't trade for them later and switch out of fundamentalism. The problem with this is that your research advance rate is bumped up to 49 turns right from the start.
ii) I could make it clear that switching governments is not allowed (rather like airfields on hills and food caravan cheats are not allowed).
I favour #2. Do you think that a note in the scenario description and at the start of the results thread about this would be enough? Or do you think no one would read it and accidentally switch governments when they were ment not to.
Comment