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2. A player may not use build queue manipulation or other loopholes to hurry production at a cost that would be lower than directly hurrying the item that one intends to build.
5. A player is not permitted to make more than one social engineering change per line, per turn. For instance, one is not permitted to start the turn in wealth, switch to power mid-turn for the extra disbanded minerals, and then switch back to wealth that same turn, getting the refund.
Here's a thread with a lot more information on the former move thing - a really quick skim indicates I may have actually described it right...http://alphacentauri2.info/index.php?topic=4339.msg32979#msg32979
I regularly swap production of units to buildings and back, because buildings can be hurried at a fixed cost, while unit costs are flexible depending on multiple factors, and I can't be bothered with counting how much I need to pay to hurry it partially.
I know it exists for the sole purpose of limiting the effectiveness of Maniac Maneuver described above, i.e. to prohibit cheap hurrying by messing with the INDUSTRY stat. There is nothing else that can be exploited,
I believe that hurry costs are a feature and I don't think 'not wanting to be bothered' is a good enough reason for me.