My suggestions:
2.3 -- Ignore Negative Events
(Delete this if the teams vote to turn off random events.)
3.4 -- City Gifting
The admin must approve all trades and gifts involving cities before they are offered.
Reasons to reject a city trade include but are not limited to:
- The city is about to be captured in war
- Abuse of game mechanics
- Denying right of conquest
- Keeping a civilization alive indefinitely
4.1 -- Pausing The Game
Each team gets three timeouts.
To use a timeout, post your intention in the turn tracker thread, and then press the [Pause] key to pause the game.
Timeouts last 24 hours, or until the pausing team presses the [Pause] key to unpause the game. After 24 hours, any team may unpause the game.
The admin might publicly ask a team to pause the game while reviewing an issue. Pausing the game without admin permission uses up one of your timeouts.
4.5 -- Punishments for Violations
Violations of these rules will be dealt with through the use of various in-game sanctions decided upon by
the admin. Possible punishments include: Gold Payment, exclusion of a team member for a certain amount of turns, a formal warning, a reload, or anything else deemed appropriate.
5 Double Moves
From the
top google search for "civ4 team double move rule"
5.1
No double moves during a time of war, except as noted below.
During times of war all concerned Civ's should allow for 1/2 the turn timer to pass between moves if the other Civs involved in the war have not moved since a concerned Civ has moved.
In other words: You cannot make moves during periods of war until either one of two things have occured:
i. All other concerned Civs in a war (being at war in game) have made moves/completed one turn since you have made your moves/completed a turn.
ii. 1/2 the turn timer has passed since you made your moves/completed your turn.
The reason "made your moves/completed your turn" is worded that way is that a team can log in make some moves, log out, log back in and make more moves. Once a team makes ANY moves the requirement that says a team must make a move/complete a turn is fullfilled.
5.2
No moving of units after you have pressed 'End Turn'
5.3
No double moves of a Settler, at any time, if an opponents Settler is in the same vicinity as yours, and visible, except as in point 5.1.ii. above.
5.4
No double moves of a unit, at any time, if a goody hut is nearby, and an opponents unit is in the same vicinity, and visible, except as in point 5.1.ii. above.
5.5
Double moves should be allowed at all other times in order to help speed game play.
5.6
Play fair, be a gentleperson. We are all here to have fun and enjoy ourselves. Let's do just that and not screw our fellow gamers over by bending the rules to give ourselves an unfair advantage.