Rules questions

TheSunIsDark

Settled Great Scientist
Joined
Jan 2, 2014
Messages
479
Location
The great Mayan city of Teotihuacan
Mods: If this doesn't deserve its own thread, please move it.

1) Are espionage assisted cultural victories allowed?

2) Are you allowed to swap team numbers so that you get the northern start in oasis? Or do the team numbers have to be left exactly as they are, even if there are no teams?

3) What happens if you reload after a crash and a different great person is generated?
 
Mods: If this doesn't deserve its own thread, please move it.

1) Are espionage assisted cultural victories allowed?
Yes

2) Are you allowed to swap team numbers so that you get the northern start in oasis? Or do the team numbers have to be left exactly as they are, even if there are no teams?
The mod will not let you be the second player, therefore, you will always start in the southern hemisphere.

3) What happens if you reload after a crash and a different great person is generated?
Your game will be rejected. It means you did not properly replay the moves required for a successful crash exception.
 
I am not aware of one.

When you're in anarchy, the Great Person odds still change, so you can hire loads of scientist specialists for that turn to make the next great person more likely to be a scientist. The great person points don't change though.
 
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