azzaman333
meh
Whomp said:By fortifying the boat.
So, a boat which has used all its movement only gets 1 los?! Or does a fortified boat get an extra los?! I fail to understand what could make this happen.
Whomp said:By fortifying the boat.
Fortified boats gets extra los.So, a boat which has used all its movement only gets 1 los?! Or does a fortified boat get an extra los?! I fail to understand what could make this happen.
Fortified boats gets extra los.
It happens in any Civ III game. If you fortify a ship, on the next turn, it'll have an increased line of sight.Is this a PBEM-only bug?
2.7 - Misleading Renaming
Teams cannot intentionally try to rename cities as technologies or resources, nor can they rename units to try and pass them off as another unit type to confuse the opponent
You could argue that they didn't rename to confuse the other teams, they just did it to keep the same capital's name. I think if a team tries to rename their cities just to mess with the enemy, then this rule applies.Tubby Rower said:Do we want to extend this to city naming as well? IIRC there was a certain team that wanted to hide it's palace jump by naming the new capital the old capital's name. While this wasn't an exploit, it really just made us laugh at it later rather than earlier.
But the exploit of naming a city "Military Tradition" shouldn't be allowed
If we just move all directions/verbal descriptions/contact trading to Writing, I bet by the teams meet each other, they will already be able to trade directions and the like - so if we move all that to Writing, we can also avoid trying to determine what is a direction and what is a verbal map and that mess.
donsig said:Do you think we'll have a team quit that still has lots of cities? Last game three teams played on despite knowing they would lose. It never crossed TNT's mind to give away lots of cities. There was talk of abandoning our cities and calling it a day but even that was nixed and the team continued to play.
2.9 - Double Tile Usage
Scrolling through the city screens in the pre-turn for the purpose of shifting tiles around so that two cities can use the same tile in one turn is prohibited.
I agree with GA. What Chamnix described is not so much an exploit as much as it is a strategy (and a very poor one at that).
GOTM Exploits said:Deficit Spending
Should you have negative income to the point where your treasury goes negative, each turn that you are negative you will have only a single unit or improvement sold-off. It is therefore possible to run at huge deficits, and still only lose one item per turn. This is not allowed, and you must make every effort to maintain a viable economy.
So true.The phrase too much is subjective and as such makes a very poor rule.
To me, the GOTM Exploit was clear enough.The trouble with crafting a good objective rule for this, combined with the question of who will be the economic watchdog (do we expect the admins to look at each and every save to ensure the rule isn't broken?) means that I don't see how we can have a realistic rule about this.
1.3 - Punishment
The game administrators are responsible for handing out punishment after a violation of a rule. Punishment may be limited to one single player or the team, but it will not be overly harsh or cruel. It could include forced anarchy, forced payment of gold, removal from the team forum for a period of time, or other actions. If a team feels it is unfair, they may appeal the decision.
All rules have the problem of what the punishment should be. I expect just by making it a rule, everyone will follow it, and enforcement will be moot.
Is it ok to run a one turn deficit (with an empty treasury) in unusual circumstances? Is that considered an exploit or is it only an exploit when it is done for a series of turns?