1) Settling Races: Teams must wait 12 hours between moves for all settlers in disputed areas. You cannot move at the end of a turn, and then immediate re-move at the start of the next turn.
2) (a) Turn Before Declaring War: The attacker must move their units during the first 6 hours on the turn before declaring war, to avoid a double move.
(b) Declaring War: Attackers must declare war in the first 6 hours of the turn. Upon declaring war, the attacker immediately takes the first half of the timer split. The defender must log out until either the attacker finishes turn or the first half of the turn split ends. The attacker has until the end of the first half of the timer split to complete his turn, whereupon he must log out and cannot log back in until the first half of the turn split during the next turn.
Since the defender will always have a chance to play the second half of the turn the attacker should make every reasonable effort to declare war at the very start of the turn to avoid confusion.
(c) Declaring War While at War: Teams at war occupying second half of a turn-time may declare war at any time during the second half of the turn-timer. The team they declare war on then occupies the first half of the turn-timer the following turn. If the team who is declared on has yet to move during the turn of declaration, that team can still move their units during the second half of the turn-timer for that one turn only. Teams occupying the first half of the turn timer must obey rule 2) (a) and rule 2) (b).
(d) Turn Timer Extensions: Teams at war may request a maximum of 24 additional hours added to the turn timer for the first turn of a war. Starting from the second turn the turn timer will be extended by 24 hours for the duration of the war.
3) (a) Joining an Existing War: Teams joining a side in an existing war on the must take the same half of the clock timer (first half attacker, second half defender). Teams must synchronize playing time with turn timer half of their respective side on the turn before declaring war.
(b) Free-For-Alls: War declarations between teams sharing the same half of the turn timer due to ongoing wars must obey rule 2) (a) and rule 2) (b) for the specific turn timer half the teams occupy. This rule overrides rule 2) (c). Additional turn timer changes will be adjudicated by the game admin.
4) Turn Actions during War: During their half of the timer split, teams can take all normal civ actions. Once the attacker(s) have all ended turn, or after half the turn timer has passed, their turn is over and the defender(s) turn begins. When it is not their turn in wartime, teams may NOT log into the game.
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.
This prevents teams occupying the second half of the turn timer keeping resources constantly disconnected due to turn timer mechanics. Please document with pictures and inform the game admin and the opposing team as appropriate when this situation may occur.
6) Dispute Resolution: Double moves that confer unfair competitive advantages to any team are not allowed. Please respect both the spirit and the letter of the rules. The game admin has sole authority to resolve disputes and administer appropriate corrective action.
Summary: No unfair double moves
No cheesy settler double moves
Teams declaring war must declare in the first 6 hours
When you attack you must attack in the first 6 hours and take first half of the turn split; defender takes the second half
You have to join your ally's time split when entering a pre-existing war
No logging in when it is not your turn
Example:
Team A wishes to declare war on Team B. Team A plays in the first 6 hours of the turn BEFORE the war declaration, then declares war in the first 6 hours of the following turn. Team A thereafter always plays in the first half, and Team B always plays in the second half, until the war ends.