Since this is the first SG for some players, I need to expand a bit on SG Rules.
Most SGs claim to stick to either the RBCiv or LKendter’s ruleset. In fact, RBCiv is partially outdated, and LKendter has a number of not that commonly accepted houserules. Nevertheless, the spirit behind those rulings is obvious, and applies to this game as well.
Cheats, Exploits:
Outruled (what a surprise..). No reloading to undo actions (but of course, occasional reloading in case of a misclick – the incidentally gifted Tech in the F4 screen is classical – is fine). No blatant exploits like ‘Infinite Wealth’, ‘RoP-Rape’, gpt-purchase of Techs or Resources (for mass upgrades) and declaration to get out of that deal, or false peace treaties.
If you have never heard of those tactics, even better
Also, minor exploits allowed for GotMs are not allowed for SGs: Ship-Chaining (it is allowed to unload in a city, and board a different ship here), ‘Throw-away cities’ (found a city in enemy territory to use the borders to advance your troops, and abandon that city immediately)
A special item is the ‘Seed Corn’ thing: Buying all Workers from an AI Civ very early was way too cheap before c3c; this extremely cripples the AI. Since Workers in c3c are more expensive, that is a lesser problem in the unmodded game, and usually you are allowed to buy all but one Worker from an AI Civ there. However, in RaR the AI will not be able to build Workers early because of the much slower growth, so this rule is still mandatory for this game:
No purchase of the last/ only Worker from any Civ before 2000BC. (Thanks to Tinkez for the reminder, and even more for asking before making the deal

)
A new rule for c3c (and RaR as well) is related to the fact you now can land on enemy zero-defence units (Workers, Settlers, Artillery) with any unit, not only Marines. The AI is not aware of this. While it is allowed to land on AI units, it is outruled to use Worker (or, more commonly, Slave) Walls to block AI landings.
In RaR/DyP, you are also required to respect the rate cap.
Code of Conduct:
Our Reputation is invaluable. Deliberately killing our reputation is about the worst thing you could do to the team. It may be required to do that under rare circumstances, but that must be a team decision. Also, if you’re in doubt an action may hurt our Rep, ALWAYS ask the team before proceeding.
No Automation of units, no Governor-controlled cities except when quelling Resistors, no units on ‘Go to’-orders handed over to the next player.
Please finish your last turn, except for units you mention in your report, and Diplomacy (unless absolutely obvious). But please check Diplo, and report, instruct and advice the next player.
“24/48”- rule (24h for a “Got it”, 48h to finish your turns): I’m not too strict here, especially since we live in several time zones, but try to stick to it. If you need a skip/ swap, or at maximum one more day, post it ASAP; no problem usually.
Note one thing I really hate in SGs (until a relaxed pace is decided on): Posting a “Got it”, announcing you are already playing several times, and 3 days later admitting you couldn’t find the time so far…