View Full Version : Ruleset Discussion
Ginger_Ale Feb 04, 2006, 09:58 AM Oh, no, that dreaded time of writing a ruleset... ;) Well, we've got to have one, and we've got to start somewhere. As Civ4 is a relatively new game, there aren't many exploits (at least found), so it might be a bit easier writing one. We've got a copule options:
1 - Write one from scratch.
2 - A combination of copy + paste from the Civ3 Ruleset, and a bit of our own writing.
3 - Something else? Maybe mostly using the Civ3 ruleset.
Right now I'm leaning towards starting one from scratch - Civ4 is a very different game from Civ3. So, right now, share your input on what is essential to be in this ruleset, and we'll go from there. Also, share any exploits you want banned. You can just make a list of what needs to be written about in this ruleset.
PS: Does anyone know if you can use mods like the Logging mod in Multiplayer? If so, we'll have to write a clause about those too...
BCLG100 Feb 04, 2006, 11:07 AM Think we should use civ3 one as a base and then just write our own on top of it.
Ginger_Ale Feb 04, 2006, 01:35 PM But the fact is probably 80+% of it is useless because it relates to Civ3 workings and exploits and not Civ4. Plus, as we've seen, there's been some conflict with 'spirit of the game' and such. Writing one from scratch is really the only option that will suit our needs.
DaveShack Feb 04, 2006, 01:42 PM It can be pretty lightweight I think. Writing from scratch would be a good idea because the whole "level orange penalty 1 turn" blah blah from the Civ3 ruleset is too ugly to let it live.
Primarilly the rules need to be about out of game treaties, spying, getting info using utilities, etc. If there are any MP exploits in Civ4 we should identify them and include rules against them.
Whomp Feb 04, 2006, 02:34 PM I have used "autolog" in a pbem. If you use an autolog you have to have the "no cheat" option off so I'd think this is a utility that can not be used. "No cheat" can give a view of the whole map.
Pentium Feb 04, 2006, 03:02 PM I believe that "No Cheating" should absolutely be checked. Otherwise it's all to easy to cheat.
RegentMan Feb 04, 2006, 04:44 PM I brought up "unit training" in the Civ IV ISDG rule discussion. Having allies suicide warriors (or any unit) on each other for unit promotions should be forbidden.
BCLG100 Feb 04, 2006, 06:41 PM The whole gifting a city to your ally which your about to lose during a war and then getting it back many turns later and not being allowed to do that should be included.
Tubby Rower Feb 04, 2006, 09:47 PM What I'd like
No cheat (autolog isn't necessary and it prevents custom python scripts that screw with stuff)
no gifting cities to allies if it's about to be taken
no suiciding for experience
no screenshots until after appropriate tech
no "spirit of the game" crap (write it down if it's important)
Something that I haven't been able to test too much is the drawing and pinging the map that you can do in MP games. Does anyone have experience with this?
Black_Hole Feb 04, 2006, 10:03 PM What I'd like
No cheat (autolog isn't necessary and it prevents custom python scripts that screw with stuff)
no gifting cities to allies if it's about to be taken
no suiciding for experience
no screenshots until after appropriate tech
no "spirit of the game" crap (write it down if it's important)
Something that I haven't been able to test too much is the drawing and pinging the map that you can do in MP games. Does anyone have experience with this?
Why not have a spirit of the game clause? otherwise people can worm there way through rules, this way the game admins can stop it
fe3333au Feb 04, 2006, 11:01 PM Since it is a new game ... exploits will no doubt be discovered as we play ...
Therefore I believe that a 'spirit of the game' clause should be included ... that way the admins can make a ruling midgame and modify the ruleset as we go ... The game could even be halted for team discussions if necessary (as has occurred in C3C MTDG) and them added to the game's rule set.
DaveShack Feb 05, 2006, 02:42 AM Add to the prohibited actions, gifting units from a non-military to a military civ and then gifting back. Doing so gives +2 experience for free, though that bug may be fixed at some point.
Ginger_Ale Feb 05, 2006, 08:06 AM 1.0. Out of Game Actions
1.1. Reloading
Reload the game save to gain an advantage is not permitted. These advantages can include, but are not limited to, getting better combat results, exploring more of the map, or any other in-game outcome.
1.2. Screenshot Trading
Screenshots taken in-game a city, minimap, or anything else are not to be traded to another team either as part of a deal or a gift until the required tech for map trading, Paper, has been discovered by one of the teams involved. Verbal descriptions using generalities and landmarks are allowed.
1.3. Save Manipulation
Editing the save file with or without a utility to gain an advantage and/or change game data is not allowed.
2.0. In Game Actions
2.1. Renaming Cities
Because cities are tradable, refrain from naming a city something that can be confused with something else, such as "8 Gold" or "Theology". Naming cities is allowed as long as it is not for trickery.
2.2. Gifting Units
Giftings units from a non-Militaristic civilization to a Militaristic civilization and back for the sole purpose of gaining 2 experience points for free is not allowed, nor is gifting/receiving units for the purpose of fighting an enemy while in an ally's territory who isn't at war with them, and then gifting it back to avoid it being killed.
2.3. Gifting Cities
Gifting a city to an ally when it is about to be taken in war, or to somehow gain an advantage is prohibited. Gifting cities are only allowed as gifts of goodwill, and each case will be reviewed by the administrators.
2.4. Suicidal Units
Attacking your ally's units or vice versa with the pure intent of gaining experience points, not for war, is not allowed. By suiciding warriors or any unit on each other, you can quickly gain many experience points.
2.5. New Exploits
This list does not cover all exploits; if you find an undiscovered one, it is your duty to inform the administrators. An amendment banning this exploit will require a simple majority vote.
3.0. Game Procedure
3.1. Time Allowed
Each team is allowed 24 hours to play the save and send it to the next team. If they are unable to do so, they may ask the administrators for an extension. No team has to use all 24 hours; please play promptly.
3.2. Sending the Save
When you are done playing the game, save it. Log into your team's email account, and attach the save and send it to the next team via email (see this thread (http://forums.civfanatics.com/showthread.php?t=158079) for team email addresses). Also send it to the administrators.
After sending, post in the "Turn Tracker" thread that the save is on to the next team.
3.3. Battle Log
For convenience, please attach a battle log of your team's units against another team to an email and send it to them. An example line could read: "2.0 Warrior vs. 3.0 Archer - loses, Archer now 1.2".
3.4. Receiving the Save
When your team receives the save in its email, you are allowed one person to play the save. The others are allowed to open it and make any non-reverseable changes (build queues, tile allocation, etc.). The designated players will play the save and the cycle starts again.
3.5. Defeated Teams
If a team that a player was on gets defeated, he is permitted to join another team. However, he may give out no spoiler info (info that his new team does not have, yet his old team did), and if he thinks his suggested actions are tainted by his unfair knowledge, he must refrain from sharing his ideas.
3.6. Team Espionage
Trying to enter a team forum, joining multiple teams under different accounts, or processing through screenshot and save uploads, or anything else deemed as deliberate espionage is not tolerated will be harshly dealt with.
4.0. Amendment Listing
There are no current amendments.
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Comments? It's just something rough at the moment. Let me know if I missed anything.
I tried to write something for spirit of the game, but I couldn't come up with anything that works well. If you guys have something, tell me.
Swissempire Feb 05, 2006, 02:13 PM 1.0. Out of Game Actions
1.1. Reloading
Reload the game save to gain an advantage is not permitted. These advantages can include, but are not limited to, getting better combat results, exploring more of the map, or any other in-game outcome.
1.2. Screenshot Trading
Screenshots taken in-game a city, minimap, or anything else are not to be traded to another team either as part of a deal or a gift until the required tech for map trading, Paper, has been discovered by one of the teams involved. Verbal descriptions using generalities and landmarks are allowed.
1.3. Save Manipulation
Editing the save file with or without a utility to gain an advantage and/or change game data is not allowed.
2.0. In Game Actions
2.1. Renaming Units
When renaming units, be sure you are not confusing the other teams (nor having the intent to confuse them). If you give them independent names, put an abbreviation of the unit type somewhere before or after the name so everyone knows the unit type.
2.2. Renaming Cities
Because cities are tradable, refrain from naming a city something that can be confused with something else, such as "8 Gold" or "Theology". Naming cities is allowed as long as it is not for trickery.
2.3. Gifting Units
Giftings units from a non-Militaristic civilization to a Militaristic civilization and back for the sole purpose of gaining 2 experience points for free is not allowed.
2.4. Gifting Cities
Gifting a city to an ally when it is about to be taken in war, or to somehow gain an advantage is prohibited. Gifting cities are only allowed as gifts of goodwill, and each case will be reviewed by the administrators.
2.5. Suicidal Units
Attacking your ally's units or vice versa with the pure intent of gaining experience points, not for war, is not allowed. By suiciding warriors or any unit on each other, you can quickly gain many experience points.
2.6. New Exploits
This list does not cover all exploits; if you find an undiscovered one, it is your duty to inform the administrators. An amendment banning this exploit will require a simple majority vote.
3.0. Reputation
3.1. Official Treaties
Teams signing a treaty with another may submit it to the administrators. When both teams agree to the treaty and its wording, it will become official. Each team now must follow the points in the treaty until its cancellation.
3.2. Battle Log
For convenience, please attach a battle log of your team's units against another team to an email and send it to them. An example line could read: "2.0 Warrior vs. 3.0 Archer - loses, Archer now 1.2".
4.0. Game Procedure
4.1. Time Allowed
Each team is allowed 24 hours to play the save and send it to the next team. If they are unable to do so, they may ask the administrators for an extension. No team has to use all 24 hours; please play promptly.
4.2. Sending the Save
When you are done playing the game, save it. Log into your team's email account, and attach the save and send it to the next team via email (see ***THIS THREAD*** for team email addresses). Also send it to the administrators:
Ginger_Ale: ale.of.ginger AT gmail DOT com
RegentMan: TitanicWhiz18 AT comcast DOT com
After sending, post in the "Turn Tracker" thread that the save is on to the next team.
4.3. Receiving the Save
When your team receives the save in its email, you are allowed one person to play the save. The others are allowed to open it and make any non-reverseable changes (build queues, tile allocation, etc.). The designated players will play the save and the cycle starts again.
4.4. Defeated Teams
If a team that a player was on gets defeated, he is permitted to join another team. However, he may give out no spoiler info (info that his new team does not have, yet his old team did), and if he thinks his suggested actions are tainted by his unfair knowledge, he must refrain from sharing his ideas.
4.5. Team Espionage
Trying to enter a team forum, joining multiple teams under different accounts, or processing through screenshot and save uploads, or anything else deemed as deliberate espionage is not tolerated will be harshly dealt with.
5.0. Amendment Listing
There are no current amendments.
////////////////////////////////////////
Comments? It's just something rough at the moment. Let me know if I missed anything.
I tried to write something for spirit of the game, but I couldn't come up with anything that works well. If you guys have something, tell me.
I think it is very good, execpt for clause 2.4. 2.4. Gifting Cities
Gifting a city to an ally when it is about to be taken in war, or to somehow gain an advantage is prohibited. Gifting cities are only allowed as gifts of goodwill, and each case will be reviewed by the administrators.
This actually makes sense in real life. If your army is destroying my improvements and slaughtering my units, i might reatreat form the city and try to bribe you to stop killing me. I think this should be taken out!
DaveShack Feb 05, 2006, 02:27 PM I think it is very good, execpt for clause 2.4. 2.4. Gifting Cities
Gifting a city to an ally when it is about to be taken in war, or to somehow gain an advantage is prohibited. Gifting cities are only allowed as gifts of goodwill, and each case will be reviewed by the administrators.
This actually makes sense in real life. If your army is destroying my improvements and slaughtering my units, i might reatreat form the city and try to bribe you to stop killing me. I think this should be taken out!
Here's the scenario which came up in an actual inter-site game. One team was on the verge of elimination, and had an off-continent ally. The off-continent ally gifted a city to the nearly eliminated team, who then abandoned their capitol and jumped to the other continent. This was a PTW game, and all units in the abandoned city jumped to the new capitol as well, allowing them to continue on in the game.
The same move could be used in Civ4 except that the units probably wouldn't be teleported to the new capitol. I think that's what this rule is about. It's not clear from the rule as written if it's OK to gift a city to a team which is about to be eliminated in order to keep them in the game when their capitol jumps to the newly gifted city.
Ginger_Ale Feb 05, 2006, 02:39 PM Swissempire, using this 'city jumping' each turn would make it a major annoyance for any team to capture a city of their enemy. As DS illustrated, it's been a pain before.
However, DaveShack, how would you write it to your liking? I think the "to somehow gain an advantage is prohibited" part covers that, though.
Swissempire Feb 05, 2006, 04:56 PM 2.4 City Jumping
During times of War, gifting a city to an ally to stop the enemy from getting, or being gifted a city from an ally to stay alive, or to somehow gain an advantage is prohibited. Cities may only be traded, or if gifted as goodwill, the transaction shall be reviewed by the administrators.
It is basically the same, but i feel it clears up some confusion and extend into certain legal gray area's
grahamiam Feb 06, 2006, 03:36 PM The penalties for failing to meet a rule should be determined beforehand so it's very clear to all involved. They should range from a warning, skipped turn(s), etc. all the way to expulsion from the team (individual violation) or forfeiture of the game (team wide violation).
peter grimes Feb 06, 2006, 04:46 PM I'm not sure I agree about pre-stating the penalties. When that is done, the rule-set reads like nothing but a list of the ways to get your turn skipped or get thrown out of the game. And if there are mitigating circumstances, it's much easier for the admins to take that into consideration if they have wide latitude in rulings.
Judging by the conduct of the Game Administrators in the civ3 MTDG, I think it's safe to simply state: Any violation of these rules will be investigated by the game administrators, possibly resulting in a fair and appropriate penalty.
Ginger_Ale Feb 06, 2006, 04:51 PM The penalties for failing to meet a rule should be determined beforehand so it's very clear to all involved. They should range from a warning, skipped turn(s), etc. all the way to expulsion from the team (individual violation) or forfeiture of the game (team wide violation).
I agree with one statement - the penalties have to be reworked. The Civ3 MTDG's "red, yellow, orange" whatever penalties are unclear and bad, simply put. However, here I also agree with peter grimes - the rules really depend on a case by case basis. Sometimes a city trade could have little consequence (ie; someone ignorant of a rule), but should they be punished the same amount as someone that blatantly defies the rule and violates the rule unfairly? I can tell you as an admin of the Civ3 MTDG each ruling we make is under different circumstances.
BCLG100 Feb 06, 2006, 05:35 PM I agree with one statement - the penalties have to be reworked. The Civ3 MTDG's "red, yellow, orange" whatever penalties are unclear and bad, simply put. However, here I also agree with peter grimes - the rules really depend on a case by case basis. Sometimes a city trade could have little consequence (ie; someone ignorant of a rule), but should they be punished the same amount as someone that blatantly defies the rule and violates the rule unfairly? I can tell you as an admin of the Civ3 MTDG each ruling we make is under different circumstances.
Well really in each team there is bound to be a civ3 MTDG'er who understands the civ3 rules as well as seeing how the rules so far are simple enough to understand there should not be a team who is ignorant of that rule, much less 2 teams, one to give and one to accept.
grahamiam Feb 06, 2006, 05:50 PM Well, I just want to avoid the admin's being placed in a situation where their judgement causes animosity by some teams or players. If the punishment is clear up front, it'll save the admin's time in explaining the punishment.
After the teams are set, each team can make a suggestion. And, since there's probably 5 teams, we should be able to some agreement beforehand what the punishments should be, at least in the most egregious cases. Some are really no-brainers, like out-of-game spying and save editing. Others may be very blurry, and we need the admins to use thier best judgement, but we should try to minimize that so we don't put them in awkward situations when applying the rules :)
ranathari Feb 11, 2006, 10:22 AM The anarchy exploit found by Moonsinger needs to be included in the rules because it would tilt the game far too far in favour of a conquest/domination victory.
Also, are you going to impose any limits on chop-rushing? I've noticed in other multiplayer games against local friends that civs starting in woody areas can absolutely own those without such an abundance of forests.
fe3333au Feb 11, 2006, 10:35 AM The use of a customised map should negate the chop rushing advantage of teams with a heavily wooded starting location.
Ginger_Ale Feb 11, 2006, 11:05 AM ranathari: I will research it...let me know if you come up with a good description about the prevention of it. It might also be fixed in a patch, though.
Theoden Feb 11, 2006, 11:14 AM I'd propose we use the GOTM description (http://forums.civfanatics.com/showpost.php?p=3540014&postcount=1) for the anarchy exploit. I think it covers it well.
ybbor Feb 11, 2006, 09:03 PM 3.0. Reputation
3.1. Official Treaties
Teams signing a treaty with another may submit it to the administrators. When both teams agree to the treaty and its wording, it will become official. Each team now must follow the points in the treaty until its cancellation.
I liked the civ mtdg way of recording things much better. You want to make treaties 100% binding? that's not very realistic
Swissempire Feb 11, 2006, 10:35 PM I agree. Treaties should be respected, but not entirely binding. If i choose to stab you in the back, so be it. It just means people will hesistate to trust me in the future.
BCLG100 Feb 12, 2006, 05:12 AM Yes allowing for backstabbing makes the game a lot more interesting.
classical_hero Feb 12, 2006, 07:46 AM I always thought that declaration of war was a cancellation of a treaty. An illegal one if there is treaty that specifically state that they were to be at peace, but when has a treaty ever been binding? ;)
Ginger_Ale Feb 12, 2006, 08:32 AM A treaty only has to be followed (i.e. can't be backstabbed) if both teams send it to the admins. If they both agree to its cancellation, or they set special terms that end the treaty at a certain date, it will be ended. If it's an unofficial treaty, teams don't have to follow it. It's only if both teams want to make it so there's no backstabbing that there will be no backstabbing. Make sense? Any way to edit the rules? Should I just take it out completely?
Theoden: Thanks, I'll use that.
classical_hero Feb 12, 2006, 09:14 AM I really do not see any need for section three. Because Battle Reports should go with Section four, since it is a proceedure f the game that is needed for these type of games. I believe that reputation should be an in game thing and that treaties should be seen as a sign of good fatih between teams and we will be able to see if teams will break contracts or if they keep their word. I do believe that ech contract must be given to the Admins so they can be an unbiased source so that if there is a query about a contract then they can show what tha contract means and show that to the teams in question and so that other teams can get an unbiased source of teams breaking their word. Basically treaties in this game should be as good as a Gentleman's word, and if teams break that, then they are not gentlemen.
Veera Anlai Feb 12, 2006, 09:40 AM I'm going to agree with Classical Hero here. I think teams should be allowed to break treaties, even after they send them to the admins. See if they're willing to take the reputation hit for it. It'd be far more interesting, and a bit more realistic in my opinion.
Swissempire Feb 12, 2006, 09:46 AM I too think that Classical Hero brings up a good point here. Also, will all treaties presented to the Admins be made public or not? ANd can treaties be made for things that aren't able to be made in the dipolmacy screen, like say a treaty where you don't settle past these mountains, and i won't settle next to that iron kinda thing?
classical_hero Feb 12, 2006, 09:54 AM Basically treaties will remain confidential and if teams asks another team of how they dealt with that team, then we can know what they are like and all disputes can be handled by the Admins and the teams will need to abide by those rulings, and if they do not like it, then they can either suffer or do what many nations have done, and break that treaty sicne it does not agree with what they want.
RegentMan Feb 12, 2006, 12:50 PM Hmmm... I'm inclined to agree with classical_hero. I've never been a fan of forcing teams to follow a treaty verbatum. The reputation hit with other teams is punishment enough.
ranathari Feb 12, 2006, 03:05 PM Yeah, allowing back-stabbing is best. What's more, if we get Civs separated by oceans then we could potentially see back-stabbing on one continent but absolutely no idea what's happening on the other. That way when the Civs finally meet, they don't know if the other can be trusted on past form.
koondrad Feb 12, 2006, 04:29 PM ANd can treaties be made for things that aren't able to be made in the dipolmacy screen, like say a treaty where you don't settle past these mountains, and i won't settle next to that iron kinda thing?
Good point - that could make things very interesting.
BCLG100 Feb 12, 2006, 05:04 PM Good point - that could make things very interesting.
these are fairly often occurances in the civ 3 MTDG
koondrad Feb 12, 2006, 05:06 PM these are fairly often occurances in the civ 3 MTDG
And I'm sure you wouldn't want to see the back of them. :)
BCLG100 Feb 12, 2006, 05:23 PM Nope i fully support what CH is saying it adds realism to the game.
koondrad Feb 13, 2006, 11:07 AM Nope i fully support what CH is saying it adds realism to the game.
So we're agreed then. :goodjob:
fe3333au Feb 18, 2006, 12:09 AM Question
I saw something in the pitboss thread about using go-to commands ... this is considered cheating in C3C :confused: has the problem been fixed in cIV or will this be outlawed in the main MTDG ???
Sorry i posted this in the game questions thread as well .
classical_hero Feb 18, 2006, 01:22 AM Nope i fully support what CH is saying it adds realism to the game.
So from what I just deal these two smilies will be very usefu, even thought they are not really part of our smilie list, which is a shame.
First we have a deal. http://67.18.37.17/2135/53/emo/deal.gif Then we have a backstab http://www.civ3duelzone.com/forum/smilies/backstab.gif when ever we want to trash a deal. We could be laughing at those who fell for a good plan. http://67.18.37.17/2135/53/emo/pointandlaugh.gif
ybbor Mar 03, 2006, 08:08 AM so have we come to an agreement on whether backstabbing is allowed?
Tubby Rower Mar 03, 2006, 08:19 AM yes backstabbing is allowed, but you will be remembered. If not in this game then in another. So it is severely frowned upon but allowed
robboo Mar 03, 2006, 08:23 AM backstabbing in what way...define. I mean theres :
1. "hey lets go fight them" then I attack you.
2. And then theres "OK wars is over, now I want you land too".
3. And then the lesser know.."Ok lets go kick their butts...oh I will send my troops in a few turns" "Ooh sorry my troops never got there in time"
Degreees of back stabbing right...
RegentMan Mar 03, 2006, 08:37 AM We'll see what GA's opinion is, but yes, backstabbing will be allowed. However, be mindful of your reputation, as it may very well follow you throughout your civ career.
Ginger_Ale Mar 03, 2006, 02:40 PM Seconded...
fe3333au Mar 04, 2006, 03:31 AM backstabbing will be allowed. However, be mindful of your reputation, as it may very well follow you throughout your civ career.
Interesting but difficult in a team environment, hopefully it will NOT follow the Foreign Minister as he is just the mouth piece for the whole team. :)
Tubby Rower Mar 04, 2006, 06:17 AM I think that the reputation is attributed to the whole (active) team not just the mouth. We kind of know who the active players are. That's an added incentive to keep the rogue treaty breakers in check.
BCLG100 Mar 04, 2006, 02:56 PM the only problem will be that if someone backstabs in this game it may be carried over into another game like someone has already stated.
Ginger_Ale Mar 08, 2006, 04:28 PM I updated the copy here (http://forums.civfanatics.com/showpost.php?p=3665681&postcount=13) and took out that clause.
I'm still waiting on the patch to see if the anarchy exploit needs to be written in, in which case we'll use the GOTM description (or the HoF's).
Is there anything else you guys can think of that is imperative?
Tubby Rower Mar 09, 2006, 06:12 AM It looks good to me.
The only thing that I would consider adding is the "unfun statement" from Rik in the Civ3 MTDG. I think that that summed it up as far as "spirit of the game".
ybbor Apr 02, 2006, 02:32 PM have no idea whether this is possible or a patch has fixed it (or if it was ever an issue). But with unit gifting, it could be conceivable that with open borders, a team gift a unit near the border to another team. The other team could then fight a common enemy with the unit, and since combat doesn't use all the movement points (when on rails/road), it could move back to the original civ's territory and be used to fight again (or heal).
DaveShack Apr 02, 2006, 02:38 PM It's even worse than that. If the civ doing the gifting is non-military and the one receiving is military, the unit get 2xp for free, and keeps it if gifted back.
This might be fixed in the new patch, but maybe we should check it out before starting, just in case. That's also assuming there are any mil civs, don't remember. :crazyeye:
ybbor Apr 02, 2006, 02:51 PM the aggresive thing is already in the ruleset, I just wanted to point out the further difficulty
classical_hero Apr 05, 2006, 07:46 AM Is this going to be up for a vote soon?
RegentMan Apr 05, 2006, 11:24 AM If no one has any other issues to bring up, then I don't see why not. However, it might be wise to wait until the game gets going, that way we don't have to wake everyone up twice.
DaveMcW Apr 05, 2006, 12:34 PM 2.0. In Game Actions
2.1. Renaming Units
When renaming units, be sure you are not confusing the other teams (nor having the intent to confuse them). If you give them independent names, put an abbreviation of the unit type somewhere before or after the name so everyone knows the unit type.
When you rename a unit, Civ4 always adds the unit type in parentheses. So you don't need an abbreviation.
Tubby Rower Apr 05, 2006, 12:51 PM excellent... take that one out
Ginger_Ale Apr 05, 2006, 03:09 PM When you rename a unit, Civ4 always adds the unit type in parentheses. So you don't need an abbreviation.
Sweet, thanks. Updated the post...
Ginger_Ale Apr 15, 2006, 07:51 AM We need to finish this up!!!
Is there any last things we can change now that the patch is out? Any last rule you want? Post now:
1.0. Out of Game Actions
1.1. Reloading
Reload the game save to gain an advantage is not permitted. These advantages can include, but are not limited to, getting better combat results, exploring more of the map, or any other in-game outcome.
1.2. Screenshot Trading
Screenshots taken in-game a city, minimap, or anything else are not to be traded to another team either as part of a deal or a gift until the required tech for map trading, Paper, has been discovered by one of the teams involved. Verbal descriptions using generalities and landmarks are allowed.
1.3. Save Manipulation
Editing the save file with or without a utility to gain an advantage and/or change game data is not allowed.
2.0. In Game Actions
2.1. Renaming Cities
Because cities are tradable, refrain from naming a city something that can be confused with something else, such as "8 Gold" or "Theology". Naming cities is allowed as long as it is not for trickery.
2.2. Gifting Units
Gifting/receiving units for the purpose of fighting an enemy while in an ally's territory who isn't at war with them, and then gifting it back to avoid it being killed is prohibited.
2.3. Gifting Cities
Gifting a city to an ally when it is about to be taken in war, or to somehow gain an advantage is prohibited. Gifting cities are only allowed as gifts of goodwill, and each case will be reviewed by the administrators.
2.4. Suicidal Units
Attacking your ally's units or vice versa with the pure intent of gaining experience points, not for war, is not allowed. By suiciding warriors or any unit on each other, you can quickly gain many experience points.
2.5. Gifting and Attacking
Using a unit with multiple movement points to attack, then moving it into another AI's territory and gifting it to them (either for them to later attack with the unit another turn or not) is prohibited. Units that have attacked in a turn are not allowed to be gifted to any other civilization.
2.6. New Exploits
This list does not cover all exploits; if you find an undiscovered one, it is your duty to inform the administrators. An amendment banning this exploit will require a simple majority vote.
3.0. Game Procedure
3.1. Time Allowed
Each team is allowed 24 hours to play the save and send it to the next team. If they are unable to do so, they may ask the administrators for an extension. No team has to use all 24 hours; please play promptly.
3.2. Sending the Save
When you are done playing the game, save it. Log into your team's email account, and attach the save and send it to the next team via email (see this thread (http://forums.civfanatics.com/showthread.php?t=158079) for team email addresses). Also send it to the administrators.
After sending, post in the "Turn Tracker" thread that the save is on to the next team.
3.3. Battle Log
For convenience, please attach a battle log of your team's units against another team to an email and send it to them. An example line could read: "2.0 Warrior vs. 3.0 Archer - loses, Archer now 1.2".
3.4. Receiving the Save
When your team receives the save in its email, you are allowed one person to play the save. The others are allowed to open it and make any reversable changes (build queues, tile allocation, etc.). The designated players will play the save and the cycle starts again.
3.5. Defeated Teams
If a team that a player was on gets defeated, he is permitted to join another team. However, he may give out no spoiler info (info that his new team does not have, yet his old team did), and if he thinks his suggested actions are tainted by his unfair knowledge, he must refrain from sharing his ideas.
3.6. Team Espionage
Trying to enter a team forum, joining multiple teams under different accounts, or processing through screenshot and save uploads, or anything else deemed as deliberate espionage is not tolerated will be harshly dealt with.
3.7. Punishments for Violations
All violations of these rules will be dealt with on a case-by-case basis by the administrators. Punishment will not be overly harsh or severe. It may included, but is not limited to, skipping of a turn, gold payment, exclusion of a team member for a certain amount of turns, or a formal warning.
4.0. Amendment Listing
There are no current amendments.
ybbor Apr 15, 2006, 09:59 AM see my post at the top of this page (http://evo-games.net/Home/viewtopic.php?t=2353&start=75&sid=a42c006e39e1a3877ff22fb3b0f7b781) (as I noted in this thread, don't know why it wasn't included), as well as the third post on the page, confirming what I said
Ginger_Ale Apr 15, 2006, 10:35 AM Updated it as rule 2.5.
DaveMcW Apr 15, 2006, 11:35 AM 2.2 is fixed in the latest patch. Militaristic civs don't get Combat I for gifted units.
ybbor Apr 15, 2006, 11:42 AM Updated it as rule 2.5.
oops. :blush: I was looking for it in out-of-game, since it requires trading outside of game, but now that I think about it, I guess you're right :blush:
Sigma Apr 15, 2006, 05:58 PM I believe 3.4 is supposed to read:
When your team receives the save in its email, you are allowed one person to play the save. The others are allowed to open it and make any reversable changes (build queues, tile allocation, etc.). The designated players will play the save and the cycle starts again.
Other than that, it looks good to me! :)
Ginger_Ale Apr 15, 2006, 07:21 PM :blush: Thanks.
DaveMcW Apr 19, 2006, 09:19 AM 3.0. Game Procedure
3.1. Time Allowed
Each team is allowed 24 hours to play the save and send it to the next team. If they are unable to do so, they may ask the administrators for an extension. No team has to use all 24 hours; please play promptly.
Could you clarify the penalty for violating this?
If an admin hasn't heard from the team for 24 hours, will they skip the turn and send it to the next team?
Ginger_Ale Apr 19, 2006, 06:07 PM No, we will not skip and turn and send it on without at least first posting in a team's forum. We've never had to experience something like that (where there is no activity in a forum) in the Civ3 MTDG. If it is getting close to the deadline, and there hasn't been much discussion, we'll post a thread usually indicating that anyone on the team could and should just play the save for that turn to get it moving, unless an extension was asked for. While it is a rule that won't be punished very harshly, it should still be followed, and for the most part, it is.
robboo Apr 19, 2006, 06:38 PM GA and Dave...
I would only see punishment necessary if a team does it multiple times or speaks of it openly it their forum of not playing it on time...
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