Furiey
No Longer Just Lurking
This is the Englist version (thanks Calis) of the ruleset being discussed at Civforum.de
1.Teams
1.Every player may only be member of one team.
2.Moving from a still active team to another one is not allowed.
2.Espionage and diplomacy
1. Any form of espionage, except the in game forms of espionage is prohibited. It is explicitly forbidden to enforce access to the internal/secret forums of other teams, or to open save files of other teams.
2. The save file must not b opened with any program, other than C3C 1.22. (I think this includes CAII?)
3. Exchange of screenshots and map information, other than general hints of directions and way descriptions in form of landmarks, are not allowed before one of the trading partners has discovered map making.
4. Diplomacy and communication between teams/players is not allowed before meeting in game.
5. Information gathered from the pre-save must not be given to other teams before receiving the real save. (What is a pre-save)
3. Irreversible actions and turn logs
1. Irreversible actions are all in game actions that can’t be undone without reloading the save.
2. Irreversible actions are not allowed with pre-saves.
3. Only one player at a time is allowed to execute irreversible actions.
4. When playing the turn, any irreversible actions done by another player, have to be repeated in exactly the same order as they were done originally.
5. All teams have to make sure that 3.2 und 3.3 can be assured at any time. In case this can’t be assured, the referees are allowed to dictate a way to enforce this rule.
6. For all actions a log has to be written, as long as they can’t be seen precisely in the following save.
7. For all battles a detailed log has to be written and provided to the attacked team when sending on the save.
4. Contracts and alliances
1. The compliance to contracts is voluntarily.
5. Team interaction
1. Workers and artillery units may not be used multiple times in one turn by voluntary trading them to another team.
2. Teams may not declare war and peace immediately after that to cancel in game contracts.
3. A resource or a city that has control over a resource may only be traded once per 20 turns between two trading partners, unless the interruption of the trade was caused by a war opponent. In the latter case, the trade may be activated again.
4. A team may not scrifice units to another team to get promotions, or to create great leaders.
5. An allied victory is excluded. Only one team can win the game.
6. Borders and right of passage
1. Whoever has one or more units within the cultural borders of another team at the end of his turn by his own fault has to declare war in game.
2. Whoever has one or more units within the cultural borders of another team at the end of his turn NOT by his own fault (cultural expansion, founding of a new city or cancellation of ROP) has to make sure his unit(s) leave the opponents territory within a minimum of turns, or declare war.
3. Rights of Passage must be given explicitly in the embassy forum and can be cancelled at any time.
7. Prohobited actions
1. Actions (in game or diplomacy) which are not explicitly mentioned under 8 or 9 or which fulfil the requirements mentioned under 9.1 may only be executed after being confirmed by the referee(s).
2. It is not allowed to break into the build order of any city at the beginning of the turn to change builds.
3. Goto, as well as all other "automatic" orders are only allowed if they will be finished within the same turn.
4. Only empty cities may be gifted.
5. The naming of units and cities may not be misleading fort he other teams (e.g. calling a settler „worker“, or calling a city "map making” and offer it as a tech in the diplomacy screen). In cases of doubt the real type of this unit has to be disclosed to other teams.
6. Using graphic mods that give more info about the map than the original graphic are not allowed.
7. When stealing techs, only one tech per attempt may be stolen.
8. Units may only be moved from one ship to another one time per turn.
8. Allowed actions
1. All actions that were usual and unpunished in previous DGs, are allowed, as long as they are not explicitly prohibited by these rules.
2. Secret building of wonders (e.g. Palace prebuild)
3. Palace jump by abandoning capital.
4. The Great Library allows techs that need Education as a prerequisite. (like jumping into the IA by capturing the Glib).
5. Exchange of techs and joint research plans are allowed.
6. Workers may be exchanged to reduce unit upkeep.
9. Limitation of the game mechanics
1. Units with the ability "amphibious attack" are not allowed to attack cities from seaside, except for berserks and marines.
10. Time limit for turn playing
1. The first turn is excluded from this rule. At the beginning of the second turn, the time accounts are opened with a starting amount of 48 hours.
2. At the beginning of every turn the time account will be increased by 24 hours.
3. Addition: Beginning on December 13, the time account will be increased by 36 hours at the beginning of each turn.
4. The time account of a team will be decreased by the time used for playing the turn.
5. The time account cannot exceed 96 hours. No more time will be credited.
6. In case the time account falls below 0, the referee will click through the turn (and sends it on to the next team).
7. As long as the forum is not reachable, or the game is haltet, no time will be deducted from the account.
8. The sending of the turn and the calculation of the turn time will be done with “Lemmings turn clock”.
9. Presaves are created voluntarily.
11. Penalties
1. Penalties are decided by the referee. Team leaders are at their disposal for consultancy.
2. A team shall not be punished for the mistakes and or misdoings of a single player. But the game balance has to be re-established. The purpose of the punishment shall be to compensate the advantage a team gained by violating the rules.
3. Players, who gain access to information in an unintended way, have to skip until the information gets irrelevant.
4. Players, who intentionally break the rules, can be excluded/banned from the game temporarily or permanently.
1.Teams
1.Every player may only be member of one team.
2.Moving from a still active team to another one is not allowed.
2.Espionage and diplomacy
1. Any form of espionage, except the in game forms of espionage is prohibited. It is explicitly forbidden to enforce access to the internal/secret forums of other teams, or to open save files of other teams.
2. The save file must not b opened with any program, other than C3C 1.22. (I think this includes CAII?)
3. Exchange of screenshots and map information, other than general hints of directions and way descriptions in form of landmarks, are not allowed before one of the trading partners has discovered map making.
4. Diplomacy and communication between teams/players is not allowed before meeting in game.
5. Information gathered from the pre-save must not be given to other teams before receiving the real save. (What is a pre-save)
3. Irreversible actions and turn logs
1. Irreversible actions are all in game actions that can’t be undone without reloading the save.
2. Irreversible actions are not allowed with pre-saves.
3. Only one player at a time is allowed to execute irreversible actions.
4. When playing the turn, any irreversible actions done by another player, have to be repeated in exactly the same order as they were done originally.
5. All teams have to make sure that 3.2 und 3.3 can be assured at any time. In case this can’t be assured, the referees are allowed to dictate a way to enforce this rule.
6. For all actions a log has to be written, as long as they can’t be seen precisely in the following save.
7. For all battles a detailed log has to be written and provided to the attacked team when sending on the save.
4. Contracts and alliances
1. The compliance to contracts is voluntarily.
5. Team interaction
1. Workers and artillery units may not be used multiple times in one turn by voluntary trading them to another team.
2. Teams may not declare war and peace immediately after that to cancel in game contracts.
3. A resource or a city that has control over a resource may only be traded once per 20 turns between two trading partners, unless the interruption of the trade was caused by a war opponent. In the latter case, the trade may be activated again.
4. A team may not scrifice units to another team to get promotions, or to create great leaders.
5. An allied victory is excluded. Only one team can win the game.
6. Borders and right of passage
1. Whoever has one or more units within the cultural borders of another team at the end of his turn by his own fault has to declare war in game.
2. Whoever has one or more units within the cultural borders of another team at the end of his turn NOT by his own fault (cultural expansion, founding of a new city or cancellation of ROP) has to make sure his unit(s) leave the opponents territory within a minimum of turns, or declare war.
3. Rights of Passage must be given explicitly in the embassy forum and can be cancelled at any time.
7. Prohobited actions
1. Actions (in game or diplomacy) which are not explicitly mentioned under 8 or 9 or which fulfil the requirements mentioned under 9.1 may only be executed after being confirmed by the referee(s).
2. It is not allowed to break into the build order of any city at the beginning of the turn to change builds.
3. Goto, as well as all other "automatic" orders are only allowed if they will be finished within the same turn.
4. Only empty cities may be gifted.
5. The naming of units and cities may not be misleading fort he other teams (e.g. calling a settler „worker“, or calling a city "map making” and offer it as a tech in the diplomacy screen). In cases of doubt the real type of this unit has to be disclosed to other teams.
6. Using graphic mods that give more info about the map than the original graphic are not allowed.
7. When stealing techs, only one tech per attempt may be stolen.
8. Units may only be moved from one ship to another one time per turn.
8. Allowed actions
1. All actions that were usual and unpunished in previous DGs, are allowed, as long as they are not explicitly prohibited by these rules.
2. Secret building of wonders (e.g. Palace prebuild)
3. Palace jump by abandoning capital.
4. The Great Library allows techs that need Education as a prerequisite. (like jumping into the IA by capturing the Glib).
5. Exchange of techs and joint research plans are allowed.
6. Workers may be exchanged to reduce unit upkeep.
9. Limitation of the game mechanics
1. Units with the ability "amphibious attack" are not allowed to attack cities from seaside, except for berserks and marines.
10. Time limit for turn playing
1. The first turn is excluded from this rule. At the beginning of the second turn, the time accounts are opened with a starting amount of 48 hours.
2. At the beginning of every turn the time account will be increased by 24 hours.
3. Addition: Beginning on December 13, the time account will be increased by 36 hours at the beginning of each turn.
4. The time account of a team will be decreased by the time used for playing the turn.
5. The time account cannot exceed 96 hours. No more time will be credited.
6. In case the time account falls below 0, the referee will click through the turn (and sends it on to the next team).
7. As long as the forum is not reachable, or the game is haltet, no time will be deducted from the account.
8. The sending of the turn and the calculation of the turn time will be done with “Lemmings turn clock”.
9. Presaves are created voluntarily.
11. Penalties
1. Penalties are decided by the referee. Team leaders are at their disposal for consultancy.
2. A team shall not be punished for the mistakes and or misdoings of a single player. But the game balance has to be re-established. The purpose of the punishment shall be to compensate the advantage a team gained by violating the rules.
3. Players, who gain access to information in an unintended way, have to skip until the information gets irrelevant.
4. Players, who intentionally break the rules, can be excluded/banned from the game temporarily or permanently.