talonschild
Drive-By NESer
Right. Okay. Cool.
What I find so funny (haha funny not sinister funny ) is that LP left out the blockade stuff, because he likes to use that tactic. I don't think it was intentional or nefarious at all, just selective/biased thinking (which we all do as human beings). You naturally think the tactics you like to use are fine and dandy and fair even though others regard them as unfair exploits, and simultaneously, you regard the tactics that others like to use but you dont as OP, unfair, unfun, exploits etc02. Wartime Double Moves
...
c. Non-Wartime Doublemoves are allowed.
d. All unit/city actions that players can engage in, including, but not limited to, promotion, sabotage, bombing, slaving, drafting, pillaging, espionage missions, rebuilding improvements, etc, are fully allowed during that teams part of the turn. Advantages or disadvantages of being first or last in the turn order are strategic considerations when choosing to declare or continue a war.
Sommerswerd said:No one DoWed AMAZON or CDZ all game in the last game.
Yes I stand corrected. Merlot DoWed the crap out of us and killed our scout. Good catchI vaguely remember that Merlot were the ones that DoW'ed AMAZON?
In regards to the suspicions in the public part of the forum, I find it a bit fun that the other teams believe Sommers is our Despotic Mad Leader who makes all decisions for us, and has forced us all into submission. At the very least that is most certainly what they imply. I am nearly tempted to write something along the lines of "Excuse me - but why are you all implying that Sommerswerd is the person who will decide how Team CFC plays?"
Yes I stand corrected. Merlot DoWed the crap out of us and killed our scout. Good catch
And your second point is exactly how I felt too. I wrote a really long response to it, but it got erased and I didn't feel like retyping. I don't know if it helps or hurts our overall strategy that some have apparently bit down hard on the "CFC is going to run the patented Sommerswerd EE strategy! Alert alert! Danger danger! "
@ 2metra - Are you talking about the first proposals or our proposal? Because I thought about those things...
Quote:
02. Wartime Double Moves
...
c. Non-Wartime Doublemoves are allowed.
d. All unit/city actions that players can engage in, including, but not limited to, promotion, sabotage, bombing, slaving, drafting, pillaging, espionage missions, rebuilding improvements, etc, are fully allowed during that teams part of the turn. Advantages or disadvantages of being first or last in the turn order are strategic considerations when choosing to declare or continue a war.
Thoughts?Spoiler :01. Rule Breaking
1a. When rules are being broken the game will be reloaded. If there is a disagreement over whether a rule was broken, the game will be paused, for an admin to decide.
02. Wartime Double Moves
2a. Turn order is automatically fixed by the APT Mod on the first turn of war. However, teams must also observe turn order on the turn immediately prior to the first turn of War. So if the Attacker (party Declaring War) played after the Defender (party who war is declared upon) in the turn before the war starts, then the Attacker must let the Defender play first in the next turn as well before he can declare war on him. If the Attacker wishes to have first to move during the War, he must move first in the turn prior to the beginning of the War. Attackers can always wait until after the Defender moves to login and declare war if they intend to move second in the War, regardless of whether they moved before or after the Defender in the prior turn.
2b. When other players come into a war in progress, they must be careful to play into the correct half of the turn, so that then the Mod automatically places them on the appropriate side of the turn timer.
2c. Non-Wartime Doublemoves are allowed.
2d. All unit/city actions that players can engage in, including, but not limited to, promotion, sabotage, bombing, slaving, drafting, pillaging, espionage missions, rebuilding improvements, etc, are fully allowed during that teams part of the turn. Advantages or disadvantages of being first or last in the turn order are strategic considerations when choosing to declare or continue a war.
03. Rule Change Procedure
3a. When the game has started, rules can only be changed if the Teams unanimously agree to change the rules, or the Admin determines that a rule change is needed.
04. In Game Actions
4a. Unit Gifting - Gifting a unit with experience needed to build Heroic Epic or West Point to teams who have not built Heroic Epic or West Point and cannot currently do so is not allowed.
05. Administration
5a. Game Administrator - r_rolo1 has sole authority as game administrator. Alternate and/or replacement administrators must be agreed to by all teams.
5b. Pausing - Any Team may pause the game. Any Team may unpause the game. If a Team needs the game to stay paused, they must post in the turn-tracker thread. 72 hours after such a post is made, any team may un-pause the game. If the Admin determines a team is abusing pauses he may suspend or otherwise restrict a teams right to pause the game.
5c. Bugs - The use of any bug is not allowed. Examples include, but are not limited to, Free Tech Bug, Unlimited Gold Bug etc. The decision about exactly what constitutes a bug rests solely with the admin. Consult with the admin if any action you are considering may be a bug. The admin will, in his discretion, harshly punish anyone found in his judgment to be cheating, doing things to intentionally disrupt the game or acting in an obviously unsportsmanlike way.
5d. Defeated Teams -Player on teams that are eliminated are permitted to join another team. These "refugee" players may NOT engage in team espionage by reporting information on their new team to any other team.
01. La violation des règlements
Quand les règlements sont violés, le parti sera rechargé à l'endroit le plus proche où le violation est défait. L'hôte peut recharger immédiatement si le violation est évident à tout le monde. Si pas tout le monde est d'accord, le parti serait arrêté pendant un admin prend la décision.
02. Double mouvement pendant la guerre
a. Des civilisations belligérants dans une guerre doivent obéir l'ordre de jeu. L'ordre de jeu est établis par le mod "APT" au début de la guerre. Cependant, les équipes doivent obéir l'ordre de jeu pendant le tour avant la guerre. Si alors l'attaquer a déclaré la guerre avant le défendeur, l'attaquer doit jouer le prochain tour avant le défendeur.
b. Quand les autres équipes joignent à la guerre, ils doivent jouer pendant le bon parti du tour, pour que le mod assigne-eux avec ses alliés.
c. Le double mouvement est interdit même pendant la paix.
d. Tout les actions sont permis pendant le parti du tour approprié. Les avantages et désavantages de chaque position sont une considération stratégique.
03. Le changement des règlements
Les règlements du jeu peuvent être changées seulement avec le consent unanime de chaque équipe ou si l'administrateur décide qu'un changement de règlements est nécessaire.
04. Les actions hors du jeu
a. L'espionnage hors du jeu est interdit. Ceci inclut joindre multiples équipes, demander pour l'information des membres d'autres équipes et chercher pour des images et l'information secret.