Civilizations and playing order
1. RUS1: China
2. CFC1: Persia
3. RUS2: Celts
4. CFC2: Japan
5. RUS3: Greece
6. CFC3: Iro
Please note that save are to be named:
RUSCFC001a, RUSCFC001b, etc to RUSCFC001f. 001 stands for turn number and letter to sequence of play. For example, player RUS2 will save his turn number 22 as RUSCFC022c and player CFC3 will save his turn number 101 as RUSCFC101f. If there is some confusion about turn numbers please check F8 screen.
Special rules:
1) All exploits per UN rules and Aggie's rules are prohibited. The player who uses these will be eliminated and his civ destroyed completely. If someone notices that other player in his team or in other team has used an exploit, please let me know. the game will be stopped and full investigation will be launched with the help of other experienced people if needed.
2) Victory conditions are set as Allied Victory. This means all kinds of victories are allied victories. Allies cannot wage a war against each other and cannot make peace with their opponents from the other team since the game is started at locked alliance of RUS1, RUS2, and RUS3 versus CFC1, CFC2, and CFC3.
3) Gifting cities between allies is prohibited unless absolutely required. Please get an approval for the deal from the game admin (me currently) before the deal clearly stating the reason. Please make sure there are no units in the gifted city.
4) Reloading is forbidden. Unusual combat results and sudden build changes are subject to investigation if complaint is filed to the admin.
Game level is Emperor. Accelerated production is ON. Barbarians are set to raging, no goodie huts. SGL disabled. SoZ enabled. Land - continents without islands, age - 3 billlion years, climate and temperature - custom, more close to average.
Victory conditions:
Domination, Conquest, Cultural, Space Race.
List of exploits pertaining to this game:
1.Resource sharing. No player is permitted to share a single resource through the use of the Resource Sharing Exploit. Two players 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. A resource is to be used by one team per turn, no exceptions.
2. Invalid Map Trading. No player 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. A player creating screen shots, drawings, or other depictions of any part of the in-game map before the requisite tech has been discovered.
3. Reloading. No player is allowed to reload the game with the intent of altering the outcome of any event, combat, or other in-game result. Someone reloading the game when something happens that they don't like and wish to change. Playing the turn in a different order to alter the outcome of said happenings.
4. Save Manipulation. No player is permitted to use the PBEM savegames or other files to obtain information or alter any in-game element. This includes monitoring or altering memory while the game is loaded. Using MapStat is also prohibbited. Save should not be opened with any program other than C3C version 1.22.
5. Zoomed Loading. No player is permitted to have their settings set to have the game zoomed out when loading a PBEM savegame.
6. Misleading through Renaming.
7. Fortifying a boat/passenger. The sea vessel would enjoy increased visibility during the next turn. A player can move the vessels the full allotment of movement points then wake the passengers and give them then Fortify all command which fortifies the sea vessel as well. It is allowed to use the Fortify All command on a vessel or a stack of vessels that has movement points left before the command was issued.
8. Hitting F1/back-forward to change production. It is possible to use F1 to go into city views and change production or rush items before a city has been reached in the pre-turn production queue. This can result in tech-enabled units and Wonders being completed the very turn the tech is researched, or production to be changed in response to an enemy's actions (like Walls if a stack moves toward a specific city and not another).
9. Hitting F1/back-forward for double tile usage. It is possible to use F1 to go into city views and use the Forward/Back buttons to change the work force allocations before a city has been reached in the pre-turn production queue so that a tile can be used to used by 2 or more different cities in the same turn. This can result in the possibility of a bonus tile being shared by 2 or more cities.
10. Using GoTo/Auto-Explore/Auto-Workers to get extra movement.
The last team in the turn order can issue the GoTo command, and have a unit move twice before the next turn begins. This is very strong in war-time. Every Civ has that option, that's why it is stipulated that no one use go-to. Note: This does not provide an extra turn of movement, but rather advances the timing of that movement (ie. 2 moves in turn 1, and 0 moves in the final turn of the task). Similar results can be achieved with auto-explore and auto-workers.
11. Battle Log. For all combats, players must submit a log of what units attacked, retreated, died, won, etc. from each battle on that turn to the team they attacked. This includes the capture of units and cities.
12. Free Palace Jump. Jumping the palace by disbanding the capital. Rushing a palace with MGL or building it brick by brick is OK.
13. Throwaway Cities. It is possible to go everywhere by settling, moving a setter one tile further in, abandoning the old city, founding a new one, etc...etc... A city shouldn't be abandoned in the same turn as it is settled.
14. Negative cash research. The penalty of negative cash is only one unit. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.