Originally posted by DarkCloud
This is what I have on the rewrite list:
What else should be added?
...I was really hoping we had all the glitches cleared up. It amazes me how we ran this game back in the day with so much up in the air.:
----
* When Trojan Horse targets a foreign country's espionage phase it stops a maximum of two spies from that country.
* Mafia - All of YOUR cities can be taxed.
* If Trading is sabotaged, you don't lose the costs for trading- trading simply never happened.
* KGB is activated the next turn after being built immediately before the operation of the wonder which it is supposed to terminate.
This is what I have on the rewrite list:
What else should be added?
...I was really hoping we had all the glitches cleared up. It amazes me how we ran this game back in the day with so much up in the air.:
----
* When Trojan Horse targets a foreign country's espionage phase it stops a maximum of two spies from that country.
* Mafia - All of YOUR cities can be taxed.
* If Trading is sabotaged, you don't lose the costs for trading- trading simply never happened.
* KGB is activated the next turn after being built immediately before the operation of the wonder which it is supposed to terminate.
2. Make KGB active during spy pharse-- but immune to Trojan Horse.
3. Add a rule that states that you cannot build a city and put a wonder on it during the same turn.
4. Add a rule that says that a wonder gets a halo of protection against nukes as soon as its built.
5. Move "declaring war" to the war pharse.
6. Make clear rules about issueing dependent orders.
Edit:
7. Make clear how taxing works under arnacrhy.
8. Make clear what happens if you issue ileagal orders.
Comment