Caledorn
Emperor
Manolo, please provide login and password information for the current practice game that is ongoing.
Thanks!
Patience, man. We will work it out tonight or tomorrow.
Sent from my HTC One X using Tapatalk 2
Manolo, please provide login and password information for the current practice game that is ongoing.
Thanks!
No remainders in this turn
WARS:
Plays before:
Plays after:
Events previous turn:
Capitol Shack has been founded.
Active alerts:
Activity in the wall:
DaveShack:<p>
Having trouble connecting.</p>
Ranking::
DaveShack/Carlomagno 35
Kloreep/Washington 35
Dratboy/Guillermo de Orange 35
inky13112/Daro I 35
Stalin/Stalin 35
Azza/Toro Sentado 35
Filon/Roosevelt 11
HitAnyKey/Anibal 11
Units:
0.35.4 notes/notas
http://www.todocivilization.com/viewtopic.php?f=37&t=786&p=41143#p41143
Ver.:v0.35.1
Nukes have been banned by a house rule; you can't reverse the rules halfway through the game if it's not completely unanimous.How about this rule?
prohibits the use of nuclear weapons before the vote on a UN resolution to ban nuclear weapons. If a majority against the resolution - nuclear weapons can be used.
Sorry for my bad English.
First, the ruleset proposed has already been identified as being contemplated assuming that the Spanish Mod would NOT be used. Spanish Mod ON is an already-voted-upon House rule
With respect Darrell, I'm pretty sure it does not...I'm pretty sure this ruleset assumes the Spanish Mod is on.
Even after ending turn, you can still move units, change builds, whip and draft cities, change research, and so on. This was written from the perspective of not having a mod to restrict logins. Some of it may be rendered redundant if we use the mod, but this way we cover all our bases - whether in case of not using a mod, or in case of a loophole being found in the mod.
I still firmly suggest we do not use this game as a testing ground for a new version of a mod, especially since the mod culls player numbers and only provides partial protection against double moves. Using the above ruleset combined with Civstats would work far better and without excluding anyone from playing.
This is indeed correct.Are you specifically referring to the proposed Double Move rules or the rules as a whole? LordParkin's post was specifically referring to the DM rules he proposed on that page. The overall rules are unaffected by the DM mod.
I have a hard time believing that more people here are interested in weeks of heavily involved rules lawyering and debating than actually playing the game.
OK. I prefered waiting for everyone to be done, but I've been wrong before . We will take your suggestion and post our version now.(If some already have their ideas on hand, great - go ahead and post them. No need to be shy. )
I guess we can take this as meaning that Team Apolyton declines the opportunity to post their own ruleset, to speed things along. Also, perfectly fine and reasonable.
Let's get on with it.
01. Rule Breaking
When rules are being broken the game will be reloaded to the closest previous point that undoes the rule violation. The host can reload immediately when the breaking of a rule is obvious to everyone involved. If it's not obvious to everyone, or there is a disagreement over whether a rule was broken, the game will be paused, for an admin to decide.
02. Wartime Double Moves
a. Civilizations that are at war must observe turn order. Turn order is automatically fixed by the APT Mod on the first turn of war. However, teams must also observe turn order on the turn immediately prior to the first turn of War. So if the Attacker (party Declaring War) played after the Defender (party who war is declared upon) in the turn before the war starts, then the Attacker must let the Defender play first in the next turn as well before he can declare war on him. If the Attacker wishes to have first to move during the War, he must move first in the turn prior to the beginning of the War. Attackers can always wait until after the Defender moves to login and declare war if they intend to move second in the War, regardless of whether they moved before or after the Defender in the prior turn.
b. When other players come into a war in progress, they must be careful to play into the correct half of the turn, so that then the Mod automatically places them on the appropriate side of the turn timer.
c. Non-Wartime Doublemoves are allowed.
d. All unit/city actions that players can engage in, including, but not limited to, promotion, sabotage, bombing, slaving, drafting, pillaging, espionage missions, rebuilding improvements, etc, are fully allowed during that teams part of the turn. Advantages or disadvantages of being first or last in the turn order are strategic considerations when choosing to declare or continue a war.
03. Rule Change Procedure
a. When the game has started, rules can only be changed if the Teams unanimously agree to change the rules, or the Admin determines that a rule change is needed.
04. Out of Game Actions
a. Team Espionage -All external forms of intelligence gathering against opposing teams are not allowed. Example: Entering Team Forums, joining multiple teams using different accounts, actively petitioning other players for information, looking around on the CFC (or a 3rd party website) image database for screenshots and save uploads, or anything else deemed as deliberate espionage is not tolerated will be harshly dealt with.
b. Game / Pitboss / Save Manipulation or Disruption - Editing the save file (with or without a utility) is not allowed. Intentionally disrupting access to the Pitboss host server is not allowed. Intentionally opening Diplomacy screens and then pausing, intending to lock teams out of playing their turn is not allowed.
c. Teams making diplomatic contact before they have met in-game is not allowed.
05. In Game Actions
a. Suicide Training - Knowingly sacrificing a unit to an ally in order to yield experience points to the victorious unit is not allowed.
b. City Gifting - Conquest, culture flip, UN resolution, and AP resolution are the only permitted methods of city transfer.
c. Unit Gifting - Gifting a unit with experience needed to promote to Level 4 to teams who have not built the Heroic Epic and cannot currently do so is not allowed. Gifting a unit with experience needed to promote to Level 6 to teams who have not built West Point and cannot currently do so is not allowed.
06. Administration
a. Pausing - Any Team may pause the game. Any Team may unpause the game. If a Team needs the game to stay paused, they must post in the turn-tracker thread. 72 hours after such a post is made, any team may un-pause the game. If the Admin determines a team is abusing pauses he may suspend or otherwise restrict a teams right to pause the game.
b. Game Administrator - r_rolo1 has sole authority as game administrator. Alternate and/or replacement administrators must be agreed to by all teams.
c. Bugs - The use of any bug is not allowed. Examples include, but are not limited to, Free Tech Bug, Unlimited Gold Bug etc. The decision about exactly what constitutes a bug rests solely with the admin. Consult with the admin if any action you are considering may be a bug.
d. Defeated Teams -Player on teams that are eliminated are permitted to join another team. These "refugee" players may NOT engage in team espionage by reporting information on their new team to any other team.
Yes, yes, you have the knack of pleonastics, despite using them too often leaves bad impression in the reader. Rules are important and they are not going to be decided by you or anyone else by the fast procedure.I don't understand any of this. What is being proposed is horrifyingly bureaucratic, insanely wasteful, and needlessly stalls the game for potentially weeks on end.
Of course everyone have the word in creating the rules, as this is how it is fair. This or the other approach is the organizers creating the rules and the players agree to play or not. Everyone heard you, your proposals are noted.Do the majority of teams and players here really have any interest whatsoever in spending time writing individual rulesets and going through a massively drawn-out and convoluted process for validation?
Guys, we're eager as hell to get this started too. But not all teams (or players) are super experienced (myself very much included), so it's actually kinda nice to be able to go through the proposed rules in a orderly fashion.
At the same time the proposed rules is a pretty good vantage point. You might be quite right that the majority of the teams don't care too much. Also there's the language barrier - something we might want to keep in mind, and simplify some of the rules a bit?
If no other teams shows any interest, then it's pretty straightforward and I'm sure we'll be in agreement in a jiffy.
Edit: haha yeah, that cross-post kinda proved my point
5) Resource Bombing/Sabotage: Resources cannot be disconnected by spies or bombs the turn they are connected. Resources cannot be connected the turn they are disconnected by spies or bombs.