Ankka
Feb 25, 2004, 07:48 AM
So, we need to poll if we accept this ruleset for the MSDG.
By playing or participating in the Intersite Demogame (IDG) as an individual or as a member of a team, you and your team agree to abide by all rules herein without exception and as understood by the Game Staff. Violation of this agreement is subject to expulsion from said game, games, tourneys, etc. without prior warning.
Regulating Out-of-Game Conduct
0.0 - Game Staff Authority
0.0.1 - Definitions
Intent: Many of the below rulings are based on the intent of a team or individual. Intent is determined by the Game Staff and is only decided after investigation.
0.1 - Team Memberships [b]
0.1.1 - Membership Roster
[b]Description: All teams are required to maintain a public listing of their membership. This list will include the name and city of the members, at a minimum.
Purpose: To help everyone know who is on what team and help discourage and prevent out-of-game espionage.
Verdict: Not posting or keeping the teams public listing up to date within 15 calander days is a violation of this rule.
Punishment Level: Once - Yellow, (verbal warning), Repeat – Yellow (written warning and apology)
0.1.2 - Allowed Memberships
Description: Each forum will be allowed to determine the requirements for membership of its team as it sees fit. However, a person may only be a member of one team at any given time. A double membership is automatically considered out-of-game espionage.
Purpose: To disallow the use of out-of-game espionage and prevent anything that resembles out-of-game espionage.
Verdict: Double membership is strictly prohibited and doing so is a violation of this rule.
Punishment Level: Red (Ejection – Personal or Team)
0.2 Switching Teams
0.2.1 - Switching Teams
Description: No team member is allowed to switch teams, until after their team is knocked out of the game, and this is with special restrictions as stated below.
Definition: Switching teams between the two games is allowed, provided that the person is on only one team at a time. Your team being knocked out of the current game makes you refugees, for the remainder of this game only.
Purpose: To minimize the opportunity and possibility of out-of-game espionage.
Verdict: Switching teams is a personal and team violation for both the individual who switched teams and the team who allowed him to switch. If a team reports that they did not know about the team switch, because of a different name or otherwise, it will be considered a personal offense.
Punishment Level: Red (Ejection – Personal and/or Team)
0.2.2 - Membership retention after Defeat
Description: Members of teams that were defeated in the current game are allowed to TEMPORARILY join the team that conquered them, if the team will have them. They may also join neighboring teams that they had contact with at the time of their defeat.
Definition: Neighboring does not mean specifically teams adjacent to them in game, more specifically it means teams they would have had the capability to travel to with their current technology. Temporarily changing teams means that when the current game is over the teams default back to where they were. If someone would like to switch teams at that point they may do so upon approval of the gaining team
Verdict: See 0.2.1 Switching teams for the verdict and punishment levels.
0.2.3 Refugees
Description: Upon becoming a refugee according to rule 0.2.1, refugees may join another team provided that their team had in-game contact with the team they wish to join or the team they wish to join has/had in-game contact with at least two teams that had in-game contact with the eliminated team. This is a temporary effect as described in rule 0.2.2. See that rule for more information.
0.3 - Out-of-Game Espionage
0.3.2 - Inadvertent or Accidental Espionage
Description/Procedures: All teams and their members are allowed to visit/view any other team's public access areas. An accidental viewing of a private or secure area due to a security hole or other bug/glitch in any software should not be considered a deliberate act of espionage provided the following conditions are met:
A) The members must have exited the private area immediately upon such discovery (it is up to each forum to clearly label its private areas.)
B) The member must privately inform his team leader of the inccident, the team leader must put the member in contact with one of the game staff and the member must give the game staff details about the incident (how it happened, how much was seen, etc.) The game staff will then inform the violated team of its security problem and which team violated their security and then determine what action if any should be taken against the member. Action to be taken should not exceed a 50-turn exclusion of the member from the game.
0.3.3 - Intentional Espionage
Description: Any out-of-game espionage in any form is strictly prohibited.
Definition: Trying to hack the secure team forum(s), continuously logging team chat channels, inserting moles in an opponent's team, hacking screenshots or savegame upload location, or any other action considered espionage as determined by the game staff
Verdict: doing any of the above as determined by the game staff is a violation of this rule.
Punishment Level: Red (Ejection)
0.4 Punishment
There are three possible punishment levels for breaking the rules. These are Yellow, Orange, and Red Offenses. All punishments for rule breaking will be determined by the game staff. The punishments listed with each rule/section are general guidelines, they are by no means a limit or restriction to the minimum/maximum punishment for a given offense.
The minimum punishment for an orange offense is forfeiture of one turn of play, which will be skipped by the game staff. Where rules explicitly state otherwise and for repeat offences the game staff will determine what a team will forfeit.
A team that commits a Red Offence will forfeit an enormous amount of turns, in upwards of 30 or 40 turns, they may even be ejected from the current game. A repeat offense is easily enough for they to be expelled from the entire IDG or ever playing on CDG again.
Team Punishments include:
Forfeiture of turns*
Forfeiture of tradable assets (Cities, money, etc.)
Forfeiture of untradable assets (units, population, etc.)
Ejection from the current game
Suspension From the rest of the IDG (to include the championship game)
Expulsion from ever playing on or with CDG again
*Note- When a turn is skipped, all production, science, taxes, building, and other things are reduced to the minimum possible producing levels. This may cause mass unhappiness or reduction in funds.
Personal Punishments include:
Suspension for # of turns as prescribed by the game staff
Ejection from the rest of the current game
Suspension from the rest of the IDG (to include the championship game)
Expulsion from ever playing on or with CDG again
In-Game Glitches/Bugs/Exploits
1.1 - Double-Duty Exploit
Description: No team or individual is permitted to 'allow' the capture of their bombardment or workers with the intent of executing a double-duty exploit.
Definition: Two or more teams capturing and recapturing non-combat units (Including bombardment units) with the intent to use them against a third party team simultaneously.
Purpose: To prevent two or more teams from sharing units and their abilities in the same turn for multiple turns.
Verdict: Using this exploit or any other exploit that allows Double-Duty through any means is a violation of this rule.
Punishment Level: Red (5-20 Turns)
1.2 - Resource Sharing Exploit
Description: No team or individual is permitted to share a single resource through the use of the Resource Sharing Exploit.
Definition: Two teams gifting and regifting a resource as well as cancelling it allow two teams to get use of the same resource that wouldn't be otherwise possible.
Purpose: A resource is to be used by one team per turn, no exceptions.
Verdict: Using this exploit or any other exploit that allows Resource Sharing through any means is a violation of this rule.
Punishment Level: First Offense/Turn (warning) - Yellow, Repeat Offense (2 or more turns) - Orange (2 + turns)
1.3 Leader Sacrifices
Description: No team or individual is permitted to barter, gift, or otherwise allow another team to kill-off any of its units with the intent of creating a leader for either team.
Definition: A team creating weak units or sending its out-of-date units after another team with the intent of helping that team create a leader.
Purpose: To prevent great leaders from appearing between two allied teams abusing the game system
Verdict: Using this exploit or any other exploit that allows Leader Sacrifices through any means is a violation of this rule.
Punishment Level: Once (1 Unit) – Orange (1 Turn), Repeat Offense - Red (2-10 Turns)
1.4 Worker Sacrifices
Description: No team or individual is permitted to barter, gift, or otherwise allow another team to kill-off any of its units using those units with the capture ability with the intent of creating a worker for either team.
Definition: A team creating weak units or sending its out-of-date units after another team with the intent of helping that team create workers.
Purpose: To prevent workers from appearing between two allied teams abusing the game system.
Verdict: Using this exploit or any other exploit that allows Worker Sacrifices through any means is a violation of this rule.
Punishment Level: Once (1 Unit) – Orange (1 Turn), Repeat Offense - Red (2-10 Turns)
1.5 War Happiness
Description: No team or individual is permitted to declare war on anyone with the intent of generating some happiness amongst its populace.
Definition: A team declaring war on another just to invoke a little extra happiness.
Purpose: To prevent this 'feature' from being exploited and retain the spirit of the game.
Verdict: Using this exploit or any other exploit that allows Happiness to be generated in such a way as to violate the purpose of this rule through any means is a violation of this rule.
Punishment Level: Once – Orange (1+ Turns), Repeat Offense – Red (1-20 Turns)
1.6 Invalid Map Trading
Description: No team or individual is permitted to barter, gift, or otherwise trade any sort of map, whether it be a screen shot, minimap, hand drawing, or any other 'picture' of the in-game map, mini-map, or embassy screenshot before the requisite tech is discovered. Verbal/text descriptions are allowed, but coordinates are not.
Definition: A team creating screen shots, drawings, or other depictions of any part of the in-game map before the requisite tech has been discovered.
Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing maps to be traded before they are allowed in-game.
Verdict: Using this exploit or any other exploit that allows any map trading before the tech is discovered through any means is a violation of this rule.
Punishment Level: Once – Orange (1-5 Turns), Repeat Offense - Red (2-20 Turns)
1.7 - Exchange of Contact
Description: No team or individual is permitted to barter, gift, or otherwise trade any sort of contact information until the requisite tech is discovered. A simple statement to team 'Z' that you live next to team 'Y' is allowable so long as no transactions are made or brokered between the two.
Definition: A team trading anything for any location or contact information before allowed in-game.
Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing contact and location information to be traded before they are allowed in-game.
Verdict: Using this exploit or any other exploit that allows any contact or location information trading before the tech is discovered through any means is a violation of this rule.
Punishment Level: Once – Orange (1-5 Turns), Repeat Offense - Red (2-20 Turns)
1.8 - Enjoining Teams
Description: No team or individual is permitted to barter, gift, or otherwise trade multiple cities with the intent of joining teams to destroy another team and keep both teams alive to survive to the end. If a team decides to drop out however, they are allowed to change
Definition: A team trading multiple cities in a short period of time, in order to allow one team anything for any location or contact information before allowed in-game.
Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing contact and location information to be traded before they are allowed in-game.
Verdict: Using this exploit or any other exploit that allows any contact or location information trading before the tech is discovered through any means is a violation of this rule.
Punishment Level: Once – Orange (1-5 Turns and/or Cities), Repeat Offense - Red (5+ turns, Double cities given, and possible ejection, suspension, or expulsion).
By playing or participating in the Intersite Demogame (IDG) as an individual or as a member of a team, you and your team agree to abide by all rules herein without exception and as understood by the Game Staff. Violation of this agreement is subject to expulsion from said game, games, tourneys, etc. without prior warning.
Regulating Out-of-Game Conduct
0.0 - Game Staff Authority
0.0.1 - Definitions
Intent: Many of the below rulings are based on the intent of a team or individual. Intent is determined by the Game Staff and is only decided after investigation.
0.1 - Team Memberships [b]
0.1.1 - Membership Roster
[b]Description: All teams are required to maintain a public listing of their membership. This list will include the name and city of the members, at a minimum.
Purpose: To help everyone know who is on what team and help discourage and prevent out-of-game espionage.
Verdict: Not posting or keeping the teams public listing up to date within 15 calander days is a violation of this rule.
Punishment Level: Once - Yellow, (verbal warning), Repeat – Yellow (written warning and apology)
0.1.2 - Allowed Memberships
Description: Each forum will be allowed to determine the requirements for membership of its team as it sees fit. However, a person may only be a member of one team at any given time. A double membership is automatically considered out-of-game espionage.
Purpose: To disallow the use of out-of-game espionage and prevent anything that resembles out-of-game espionage.
Verdict: Double membership is strictly prohibited and doing so is a violation of this rule.
Punishment Level: Red (Ejection – Personal or Team)
0.2 Switching Teams
0.2.1 - Switching Teams
Description: No team member is allowed to switch teams, until after their team is knocked out of the game, and this is with special restrictions as stated below.
Definition: Switching teams between the two games is allowed, provided that the person is on only one team at a time. Your team being knocked out of the current game makes you refugees, for the remainder of this game only.
Purpose: To minimize the opportunity and possibility of out-of-game espionage.
Verdict: Switching teams is a personal and team violation for both the individual who switched teams and the team who allowed him to switch. If a team reports that they did not know about the team switch, because of a different name or otherwise, it will be considered a personal offense.
Punishment Level: Red (Ejection – Personal and/or Team)
0.2.2 - Membership retention after Defeat
Description: Members of teams that were defeated in the current game are allowed to TEMPORARILY join the team that conquered them, if the team will have them. They may also join neighboring teams that they had contact with at the time of their defeat.
Definition: Neighboring does not mean specifically teams adjacent to them in game, more specifically it means teams they would have had the capability to travel to with their current technology. Temporarily changing teams means that when the current game is over the teams default back to where they were. If someone would like to switch teams at that point they may do so upon approval of the gaining team
Verdict: See 0.2.1 Switching teams for the verdict and punishment levels.
0.2.3 Refugees
Description: Upon becoming a refugee according to rule 0.2.1, refugees may join another team provided that their team had in-game contact with the team they wish to join or the team they wish to join has/had in-game contact with at least two teams that had in-game contact with the eliminated team. This is a temporary effect as described in rule 0.2.2. See that rule for more information.
0.3 - Out-of-Game Espionage
0.3.2 - Inadvertent or Accidental Espionage
Description/Procedures: All teams and their members are allowed to visit/view any other team's public access areas. An accidental viewing of a private or secure area due to a security hole or other bug/glitch in any software should not be considered a deliberate act of espionage provided the following conditions are met:
A) The members must have exited the private area immediately upon such discovery (it is up to each forum to clearly label its private areas.)
B) The member must privately inform his team leader of the inccident, the team leader must put the member in contact with one of the game staff and the member must give the game staff details about the incident (how it happened, how much was seen, etc.) The game staff will then inform the violated team of its security problem and which team violated their security and then determine what action if any should be taken against the member. Action to be taken should not exceed a 50-turn exclusion of the member from the game.
0.3.3 - Intentional Espionage
Description: Any out-of-game espionage in any form is strictly prohibited.
Definition: Trying to hack the secure team forum(s), continuously logging team chat channels, inserting moles in an opponent's team, hacking screenshots or savegame upload location, or any other action considered espionage as determined by the game staff
Verdict: doing any of the above as determined by the game staff is a violation of this rule.
Punishment Level: Red (Ejection)
0.4 Punishment
There are three possible punishment levels for breaking the rules. These are Yellow, Orange, and Red Offenses. All punishments for rule breaking will be determined by the game staff. The punishments listed with each rule/section are general guidelines, they are by no means a limit or restriction to the minimum/maximum punishment for a given offense.
The minimum punishment for an orange offense is forfeiture of one turn of play, which will be skipped by the game staff. Where rules explicitly state otherwise and for repeat offences the game staff will determine what a team will forfeit.
A team that commits a Red Offence will forfeit an enormous amount of turns, in upwards of 30 or 40 turns, they may even be ejected from the current game. A repeat offense is easily enough for they to be expelled from the entire IDG or ever playing on CDG again.
Team Punishments include:
Forfeiture of turns*
Forfeiture of tradable assets (Cities, money, etc.)
Forfeiture of untradable assets (units, population, etc.)
Ejection from the current game
Suspension From the rest of the IDG (to include the championship game)
Expulsion from ever playing on or with CDG again
*Note- When a turn is skipped, all production, science, taxes, building, and other things are reduced to the minimum possible producing levels. This may cause mass unhappiness or reduction in funds.
Personal Punishments include:
Suspension for # of turns as prescribed by the game staff
Ejection from the rest of the current game
Suspension from the rest of the IDG (to include the championship game)
Expulsion from ever playing on or with CDG again
In-Game Glitches/Bugs/Exploits
1.1 - Double-Duty Exploit
Description: No team or individual is permitted to 'allow' the capture of their bombardment or workers with the intent of executing a double-duty exploit.
Definition: Two or more teams capturing and recapturing non-combat units (Including bombardment units) with the intent to use them against a third party team simultaneously.
Purpose: To prevent two or more teams from sharing units and their abilities in the same turn for multiple turns.
Verdict: Using this exploit or any other exploit that allows Double-Duty through any means is a violation of this rule.
Punishment Level: Red (5-20 Turns)
1.2 - Resource Sharing Exploit
Description: No team or individual is permitted to share a single resource through the use of the Resource Sharing Exploit.
Definition: Two teams gifting and regifting a resource as well as cancelling it allow two teams to get use of the same resource that wouldn't be otherwise possible.
Purpose: A resource is to be used by one team per turn, no exceptions.
Verdict: Using this exploit or any other exploit that allows Resource Sharing through any means is a violation of this rule.
Punishment Level: First Offense/Turn (warning) - Yellow, Repeat Offense (2 or more turns) - Orange (2 + turns)
1.3 Leader Sacrifices
Description: No team or individual is permitted to barter, gift, or otherwise allow another team to kill-off any of its units with the intent of creating a leader for either team.
Definition: A team creating weak units or sending its out-of-date units after another team with the intent of helping that team create a leader.
Purpose: To prevent great leaders from appearing between two allied teams abusing the game system
Verdict: Using this exploit or any other exploit that allows Leader Sacrifices through any means is a violation of this rule.
Punishment Level: Once (1 Unit) – Orange (1 Turn), Repeat Offense - Red (2-10 Turns)
1.4 Worker Sacrifices
Description: No team or individual is permitted to barter, gift, or otherwise allow another team to kill-off any of its units using those units with the capture ability with the intent of creating a worker for either team.
Definition: A team creating weak units or sending its out-of-date units after another team with the intent of helping that team create workers.
Purpose: To prevent workers from appearing between two allied teams abusing the game system.
Verdict: Using this exploit or any other exploit that allows Worker Sacrifices through any means is a violation of this rule.
Punishment Level: Once (1 Unit) – Orange (1 Turn), Repeat Offense - Red (2-10 Turns)
1.5 War Happiness
Description: No team or individual is permitted to declare war on anyone with the intent of generating some happiness amongst its populace.
Definition: A team declaring war on another just to invoke a little extra happiness.
Purpose: To prevent this 'feature' from being exploited and retain the spirit of the game.
Verdict: Using this exploit or any other exploit that allows Happiness to be generated in such a way as to violate the purpose of this rule through any means is a violation of this rule.
Punishment Level: Once – Orange (1+ Turns), Repeat Offense – Red (1-20 Turns)
1.6 Invalid Map Trading
Description: No team or individual is permitted to barter, gift, or otherwise trade any sort of map, whether it be a screen shot, minimap, hand drawing, or any other 'picture' of the in-game map, mini-map, or embassy screenshot before the requisite tech is discovered. Verbal/text descriptions are allowed, but coordinates are not.
Definition: A team creating screen shots, drawings, or other depictions of any part of the in-game map before the requisite tech has been discovered.
Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing maps to be traded before they are allowed in-game.
Verdict: Using this exploit or any other exploit that allows any map trading before the tech is discovered through any means is a violation of this rule.
Punishment Level: Once – Orange (1-5 Turns), Repeat Offense - Red (2-20 Turns)
1.7 - Exchange of Contact
Description: No team or individual is permitted to barter, gift, or otherwise trade any sort of contact information until the requisite tech is discovered. A simple statement to team 'Z' that you live next to team 'Y' is allowable so long as no transactions are made or brokered between the two.
Definition: A team trading anything for any location or contact information before allowed in-game.
Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing contact and location information to be traded before they are allowed in-game.
Verdict: Using this exploit or any other exploit that allows any contact or location information trading before the tech is discovered through any means is a violation of this rule.
Punishment Level: Once – Orange (1-5 Turns), Repeat Offense - Red (2-20 Turns)
1.8 - Enjoining Teams
Description: No team or individual is permitted to barter, gift, or otherwise trade multiple cities with the intent of joining teams to destroy another team and keep both teams alive to survive to the end. If a team decides to drop out however, they are allowed to change
Definition: A team trading multiple cities in a short period of time, in order to allow one team anything for any location or contact information before allowed in-game.
Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing contact and location information to be traded before they are allowed in-game.
Verdict: Using this exploit or any other exploit that allows any contact or location information trading before the tech is discovered through any means is a violation of this rule.
Punishment Level: Once – Orange (1-5 Turns and/or Cities), Repeat Offense - Red (5+ turns, Double cities given, and possible ejection, suspension, or expulsion).