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I suppose you would need to catch all possible events coming from a player, count APM on your own and then decide whether to cancel/allow the action. Is it really worth it? Will it eventually turn into a turn-based gameplay?
I think you're approaching the problem from the wrong end, why don't you design the gameplay in a way that APM does not matter? Maybe because the enemies will be slow, cooldowns high or the map will allow to train entire groups of units (premade) with a single click? GreenTD Wipeout doesn't need a high APM to play for example.
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