Saturn Game Rulebook

Joshua368

Warmongering builder
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Jun 12, 2008
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Well as crap starts getting real in the intrateam saturn game, it's probably a good idea to create an official set of rules to refer to. For one thing this is many players' first pitboss game so they may be unfamiliar with some standand procedures of multiplayer, plus it will be good to have something to look at if an arguement comes up.

This is just for the private intra-team Saturn pitboss game, and not the main demogame. See here for its official rules.

General
1.1 - Vassal States may only be used in the act of capitulation against an overbearing opponent, civilizations cannot offer themselves as a vassal state peacefully.

1.2 - You can trade maps and information at any time.

1.3 - Everyone has 24 hours to make their move, please do not pause the game to give yourself or someone else extra time unless they are not at fault for missing their turn. (i.e. a server hiccup)

1.4 - Do not make an "alarm clock" play, where you wait to end your turn until after everyone else specifically to sabotage something of a rival during peacetime (through espionage, privateers, etc) that they have no chance of responding to.

War
2.1 - No war until turn #100 (well this doesn't matter anymore ;) )

2.2 - When a war is declared, the participants must follow a strict turn order to avoid double moves. Players can only log in within their order, and do not log in out of turn, even if you don't plan on moving any units. There is no way to check what you did or did not move on civstats. The turn order must be announced on the game's thread here on the forum. This rule applies to one turn prior to the war being declared, to avoid a double turn start.

2.3 - Warring civs cannot gift or receive cities from neutral civs, for the specific purpose of keeping it from capture or bumping away seiging units. City trading in itself is fine but both civs must be matched up in war declarations.

2.4 - Even though this is a Complete Kills game, a civilization who has lost all its cities and has no chances of reclaiming them must delete all its units if his opponent demands it.

Pitboss Notes (not quite rules)

3.1 - In a simutanious pitboss game, in the event of a tie in things such as founding religions or completing wonders, the reward goes to the civilization with more beaker or hammer overflow.

π - Try to find someone other than Joshua to sub for you okay. :yup:

3.2 - Note that the Time victory condition has been turned off, this game will keep going until there is a winner via the other victory conditions.

3.3 - If you are going to unable to play for a day and will leave your civilization's orders in queue, please let everyone know. It's polite.

3.4 - Do not take things too seriously, it's only a game! :king:


Okay well there is my initial draft. Obviously additions, suggestions and disagreements are welcome. Are any changes needed before we agree to this?
 
Sounds good. You might want to post a link to this in the main thread, since it may get lost otherwise.

I like the pi. :lol:
 
Elucidus would have to edit the first post, otherwise a link to it would get buried in the various pages anyway. ;)
 
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