Wouldn't that just be "Homing" rather than "Re-homing"?ElephantU said:Is there an exception in place for bribed AI caravans that are unsupported? This mostly applies to OCC games...
geofelt said:A certain amount of honesty should be assumed. There are doubtless many ways to cheat and get an advantage that can't be detected. There is no honor or glory in winning by cheating. If a caravan is rehomed for convenience or protection and not for trade delivery, then it should be allowed.
How do you know what was intended and what wasn't? For example diploguiding?Originally posted by Doctor S
f the game was not intended to allow it, get rid of it.
Doctor S said:Here's my suggestion: Get rid of ALL cheats.
Play like a man (or woman whichever the case may be).
If the game was not intended to allow it, get rid of it.
No mining cities on hills.
If you get rid of the caravan rehoming trick, get rid of them all.
On a similar note. After finishing the latest gotm I realised that I could have gotten a better landing date by launching a slower spaceship a few turns earlier, but it would have taken more turns overall. Not that scoring is all that important, but just for clarity how is the "finishing-turn" determined?Hexer said:One little question
When I finished by early conquest, which turn is the "finishing-turn". The turn when you destroy the last city or the next one when Civ2 finishes the game?
Science beaker cost is the product of two things: the number of Acquired Techs (+1) that you have and a Tech Multiplier. One of the determinants of the Tech Multiplier is your relationship to the Key Civ as found by the above method. If you have the same number of Acquired Techs as your Key Civ, you get the nominal Tech Multiplier and pay an average cost. If you have fewer Acquired Techs, you pay less. If you have more, you pay more. By giving a sufficient number of techs to the Key Civ you can reduce your beaker cost.
The relationship between the Key Civ and the Human Player involves the Power ratings and Turn positions. Each civ's Turn Position is determined by its color:
1 White
2 Green
3 Dark Blue
4 Yellow
5 Light Blue
6 Orange
7 Purple
Power Ratings are reported by the Foreign Minister:
1 Pathetic
2 Weak
3 Inadequate
4 Moderate
5 Strong
6 Mighty
7 Supreme
The Key Civ for tech-gifting can always be found occupying the Turn Position
which corresponds to your Power Rating using the above numbers. For example, if your Power is 'Inadequate', the Key Civ will be Dark Blue.