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withdrawn from all of their tiles, and you can build further farms on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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