AK I'd prefer a reroll but I don't think it's absolutely necessary. I think the AI can only respawn in the AA though I'm not 100%.
OK Fe here's how a SG works. The first player takes 20 turns. In between we discuss plans and goals. From there we take turns playing 10 turns. Discuss and plan. Next player gets 10. Rinse and repeat.
Late game it might be 5 when reach the modern age.
What you'll do on your turn is post your results of the turn with a save, pics (lurkers really like pics
)and a turnlog. My preference is to tell a story and important details rather than what each turns builds are (though I do report builds in the early game for the other players benefit)
Each person has their own style. You're a mighty fine writer so do what you're comfortable with.
Players are suggested to say "got it" within 24 hours after the person in front of them has played and "play it" in 48 hours. This helps to keep things moving but we're all reasonable and understand if RL kicks you in the teeth.
Of course there are times when you'll break after a few turns when there's a major team decision.
Shamelessly taken from LKendter here are some standard rules for SG's.
The following tactics are PROHIBITED:
RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.
Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.
Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another landmass.
Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) Worker blockades are prohibited. This prevents things such as fortifying workers along the coast to stop invasions, blocking troops from going through your territory with workers, etc. Workers activity doing something along the coast is fine. The workers must be actively doing something.
3) You may not declare war on a civ if you are currently shipping cash and / or goods to the civ.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our reputation is golden - please respect it.
6) Self-research is highly preferred, if it is viable. I would rather invest money in beakers toward science, then waste it on demands. Minimum research is discouraged unless we have no viable alternatives. This may happen at times such as going for republic early on, or late game to insure we get nationalism.
7) As you probably know barbs are screwed up in C3C. It is preferred that you add the following line to your Civ3 .ini file - noAIpatrol=0. Adding "noAIpatrol=0" to the .ini file turns the annoying patrolling back on for the AIs, but also restores movement to the barbarians.
OK Fe here's how a SG works. The first player takes 20 turns. In between we discuss plans and goals. From there we take turns playing 10 turns. Discuss and plan. Next player gets 10. Rinse and repeat.
Late game it might be 5 when reach the modern age.
What you'll do on your turn is post your results of the turn with a save, pics (lurkers really like pics

Each person has their own style. You're a mighty fine writer so do what you're comfortable with.
Players are suggested to say "got it" within 24 hours after the person in front of them has played and "play it" in 48 hours. This helps to keep things moving but we're all reasonable and understand if RL kicks you in the teeth.
Of course there are times when you'll break after a few turns when there's a major team decision.
Shamelessly taken from LKendter here are some standard rules for SG's.
The following tactics are PROHIBITED:
Spoiler :
RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.
Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.
Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another landmass.
Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) Worker blockades are prohibited. This prevents things such as fortifying workers along the coast to stop invasions, blocking troops from going through your territory with workers, etc. Workers activity doing something along the coast is fine. The workers must be actively doing something.
3) You may not declare war on a civ if you are currently shipping cash and / or goods to the civ.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our reputation is golden - please respect it.
6) Self-research is highly preferred, if it is viable. I would rather invest money in beakers toward science, then waste it on demands. Minimum research is discouraged unless we have no viable alternatives. This may happen at times such as going for republic early on, or late game to insure we get nationalism.
7) As you probably know barbs are screwed up in C3C. It is preferred that you add the following line to your Civ3 .ini file - noAIpatrol=0. Adding "noAIpatrol=0" to the .ini file turns the annoying patrolling back on for the AIs, but also restores movement to the barbarians.