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Sierra/Impressions | Tilted Mill

Pharaoh & Cleopatra Game Features

This Pharaoh and Cleopatra Games Features Page forms part of and should be read in conjunction with the General Rules page.

On this page, you will find the definitive list of currently banned game features, as well as a more-or-less comprehensive list of the known but permitted game features. You should check back here periodically to see if any changes have been made:

1. Banned Features
The following features are banned:

1.1 Overlapping farms: Farms only appear when the inundation is fully withdrawn from all of their tiles, and you can build further farms on the land where they should be, just because they aren't there until the inundation is completely gone. All the farms (those underneath and those on top) produce a full amount of food. Beware that this can cause some very weird graphical corruptions, which may cause the game to crash completely. (This has been fixed in Cleopatra.)

1.2 Clay pits: These may be built near the map edge, even if they are a long way from water.

1.3 (New) The Storage Yard Increase bug/feature: The intentional use of the extra goods bug/feature to enhance the amount of goods, food or raw materials in a storage yard.

1.4 (New) The 1/12 meadow farm delivery feature: The intentional use of the feature to induce meadow farms to produce 1/12th of its annual production on a monthly basis.

1.5 Negative construction costs feature by use of the delete and undo buttons.

2 Permitted features
The following features are permitted:

2.1 Free items: Free delete, gardens, roads, irrigation ditches, plazas and walls - if you drag the tool outside the map to the top or right, you don't have to pay for the action.

2.2 Gardens: As long as they are placed before a sprite has chosen a path crossing them, they make impenetrable walls, to everything, including invaders. (This has been fixed in Cleopatra.)

2.3 Animal Control (was called Free Gardens): Garden construction by dragging the garden cursor over an animal spawn site to contain animals, including killer animals.

2.4 Free Temple Complex add-ons: An immediate undo after building a Temple Complex add-on leaves a functioning altar/oracle but refunds the cost.

2.5 Salary manipulation: Salary effects on Kingdom Rating are only calculated in December. So you can pay yourself Pharaoh's salary for the remaining 11 months of the year and not pay the slightest penalty.

2.6 Tax/wage manipulation: It is possible to set the taxes to 0% at beginning of month, then just before the month end change them to 25% - and back to 0% as soon as tax is collected. People will pay as if 25% was set all the time, and be almost as happy as if 0% was set all the time. It may unbalance the mood sometimes, be careful. You need precise timing and lot of attention ... for real experts only.

2.7 Multiple recruiters: Set the game to some slower speed (10% is not necessary, but it helps). Delete all recruiters with a single sweep of the delete tool, wait for it to disappear. Undo, as soon as the building is back, pause the game. Go directly to Military menu, select Recruiter, point to the place where you want it, unpause and click. Note that, unless you get embroiled in a LOT of complex micromanagement, only one recruiter will ever receive weapons/chariots.

2.8 Towers without road access: When a tower is built, it sends out a labour-seeking walker. Once the tower has found employees, it never sounds out another one, so no longer needs road access to housing. Provided the number of employees in your 'Military' section never reaches zero, the tower does not need road access at all.

2.9 Use and undo: Some structures (such as a festival square) may be used immediately after being built and then "undone", getting the money back.

2.10 Irrigation: Farms are usually irrigated if their north corner tiles are within 4 tiles of an irrigation ditch.


 

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