pholkhero
Deviant Mind
I think (and I may be wrong) that "wrong war" may be that it's an ill-conceived and, more importantly, wasn't planned out beforehand by the group.
Conroe said:Basically, it is saying that teammates are required to talk to each other. This should be a no-brainer, not requiring a rule.
Conroe said:Declared the "wrong war"?As in the team agreed to attack civ A and the player attacked civ B instead? Or did the player accidently do the ALT-click on a civ name and start a war accidently?
LKendter said:I have no intentions to even consider restarting the series until after June 30 when my current work assignment ends. That assumes I don't get lucky and the client realizes that can't finish things by the end of year if the kick out contractors then. They really need help at least a couple more months of contractors.
However, I want to throw out my first thought on fixing SGs. Would you play an SG with the rule below? I really feel that in Civ4 having a player declare the wrong war can destroy the team goals. The rule is a bit extreme, but I don't know what else to do to prevent a player from going rogue.
5) War may not be declared without a team consensus. Declaring war without this nulls your moves and is considered your resignation from the game.
ChrTh said:Looks good. I would add:
9) Autologgers are NOT substitutes for write-ups. If you want to include an autologger output in your post, please put it in a Spoilers tag.
rex_tyranus said:I'd personally soften the go-to rule. I use go-to a lot within my turns, but sometimes lose count, sending a unit on a four turn go-to when I only have three turns left.
Methos said:One suggestion I have is on fortified/resting units. I've seen several SG's where someone has fortified/sentried/rested a unit outside of a city that was forgotten about for several turn sets. I'd suggest amending your ruleset by adding a clause stating that those units must be noted. Next to cities is no big deal as they can be seen. But a unit outside of your territory across the globe is easily forgotten. Findng one of your own galleys when you're getting ready to build destroyers sucks!
LKendter said:3) Please complete your turn. At most the next player should have one unmoved unit such as a settler where you are unsure of its direction.