Ruleset Vote

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DaveMcW

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Here is the ruleset that was discussed in this thread. Please vote on whether to accept it.

1 Out of Game Actions

1.1 -- Team Espionage
Using external forms of intelligence gathering against opposing teams is forbidden.
Example: Entering Team Forums, joining multiple teams using different accounts, actively petitioning other players for information, looking around on the CFC (or a 3rd party website) image database for screenshots and save uploads, or anything else deemed as deliberate espionage is not tolerated will be harshly dealt with.

1.2 -- Screenshot Trading
Screenshots taken in-game of a city, minimap, or anything else may only be given, traded, or exchanged to other teams once one of the pair knows paper.

1.3 -- Save Manipulation
Editing the save file (with or without a utility) is not allowed. Any actions that would allow you to edit or view the save file of another team is not allowed.

1.4
Teams may not contact each other until they have met in-game. Meta-game conversations in the UN are exempted (such as votes on rule-set amendments )

1.5
Teams are not allowed to play ahead on a downloaded version of the current save (that includes any and all actions).


2 In Game Actions

2.1 -- Suicide Training
Knowingly sacrificing a unit to an ally in order to yield experience points to the victorious unit is forbidden.

2.2 -- Reloads
In the event the game is reloaded to a previous point in time for any reason, each team must faithfully recreate any in-game actions they took after that point, to the best of their ability. Teams are encouraged to keep an explicit log of actions taken to facilitate the best recreation possible.

2.3 -- Anti-Espionage Teching
You must wait 20 hours (or the average length of a turn, whichever is faster) between major changes to your research rate, or changing your current tech. If an admin determines that you are deliberately hiding your research from teams with espionage on you, they may reveal your research progress and income to those teams.


3 In Game Gifts

3.1 -- Military Unit Gifting
Gifting/receiving units for the purpose of fighting an enemy while in an ally's territory who isn't at war with them, and then gifting it back to avoid it being killed is prohibited.
Great People are excepted from this rule, and may be gifted at any time.

3.2 -- Naval Unit Gifting
A team may never gift units loaded in a naval vessel to another team, nor may they gift a loaded naval vessel.

3.3 -- Double Move Gifting
Units that have attacked in a turn are not allowed to be gifted to any other civilization.

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 Game Procedure

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.

4.2 -- Awareness
If you discover a rules violation it is your duty to inform all participants (via Game Forum) of the violation or the solicitation thereof by any player.

4.3 -- New Exploits
If you discover a new exploit it is your duty to inform all participants (via Game Forum). Amendments for banning newly discovered exploits will require a majority vote.

4.4 -- Voting
After the game has commenced votes are tallied by team, not by individuals within the teams.

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, or anything else deemed appropriate.

4.6 -- Defeated Teams
If a team is defeated, any player on that team is permitted to join another team. These "refugee" players are free to share any information from their old team with their new team. This includes any images or screenshots or treaty documents that they "salvaged upon fleeing from the burning rubble of their last city." They may NOT engage in team espionage by reporting information on their new team to any other team. Additionally, defeated players may opt out of the remainder of the game.

4.7 -- Timer
The turn timer will be set for 40 hours per turn.


5 Double Moves

5.1 -- Turn Split

Turns will be split between two warring teams/alliances as follows:
Phase 0 ... 40:00 - 39:00 ... Team 2
Phase 1 ... 39:00 - 20:00 ... Team 1
Phase 2 ... 20:00 - 0:00 ... Team 2

The method of determining who gets which part of the turn is 2 fold:
1. the parties agree between themselves to an equitable split. If this is not possible then:
2. The team that moved last in the turn of the declaration of war will get the last part of the turn.

If a party finishes the turn early, they can signify this by a post in a specified thread indicating they have finished their turn and the next party can play their turn. They do NOT have to end turn, but they may end turn to signify that they have finished their turn in lieu of public posting.

Phase 0 is skipped if none of Team 2's units survived a battle the previous turn.

5.2 -- Allowed actions

In phase 0 belonging to the designated party, the following actions are legal:
Promoting any unit.

In phase 1 and 2 of the turn belonging to the designated party, the following actions are legal:
Moving any unit,
Promoting any unit,
Upgrading any unit,
Gifting a unit,
Drafting any unit.

This is the only part of the turn that these actions are legal.

If anyone uses auto-promote, or auto-moves, to gain an unlawful advantage, the Game Administrator may order a reload or have the offending units deleted from the game.

Slaving, changing city builds, and changing tiles worked, is legal during ANY part of the turn.

5.3 -- Joint attacks

If two players want to attack a single target i.e. a city belonging to a third party, Civ C, then they must move sequentially. ie Civ A attacks with all of its' units, and then Civ B attacks with all of its' units during the phase of the turn belonging to them. Civ C must wait until the phase of the turn belonging to it before it may counter attack or promote any units etc as proscribed above.

5.4 -- Declaring war

For the purpose of movement, declaring war will count as movement. Once war has been declared, the party declaring war has to finish moving all of their units and end their turn before half of the remaining turn time has elapsed since the declaration of war, or within half an hour, whichever is longer

In cases where a war declaration occurs and the side declared upon (the declared) still has units to move, the declared may still move these units, and this counts as a move for the purpose of which party gets phase 2 in all subsequent turns.

ALL DECLARATIONS OF WAR, AND ENDED TURNS, SHOULD BE DOCUMENTED via screenshot Also, please send an email stating you have declared war. This isn't a rule, it won't be enforced, but as said below it is good manners.

5.5 -- Retrospective analysis

The double move rule shall also be applicable to movement on the turn prior to the declaration of war.

Spoiler Illustrations :

The following are illustrations, and any any conflict between the illustrations and the rules as stated above, the illustrations are wrong


Example 1:

Civ D intends to declare war on Civ E. Civ D has a stack of 1 movers next to Civ E border that will be the attacking force.

On the turn before war is declared, every team apart from Civ D has ended turn. Civ D logs in, and moves the slow movers into Civ E land, declaring war. At the start of the next turn, Civ D immediately moves the slow mover stack onto a hill for extra defence.

This is an illegal double move, as Civ D during Civ Es' phase of the turn, under the "Retrospective analysis" rule


Example 2:

Civ F has a fast mover stack with no movement points 2 tiles away from Civ G border, with no roads on the tiles towards the border. At the end of the turn Civ F moves to road all of the tiles, making it possible for Civ F fast mover stack to attack a lightly defended Civ G city. Civ F ended turn after Civ G.

At the start of the next turn, Civ F declares war on Civ G, AFTER Civ G has logged in at least once, and razes the lightly defended city.

This is NOT a double move, as Civ G had the chance to move after Civ F roaded the tiles. It would be a double move, if Civ F moved before Civ G logged in and out of the game.


Example 3:

Civ M, N and O plan to declare war on Civ P.

Civ M declares war on Civ P, and moves all of their units. Civ P logs in and then moves units relevant to the conflict at hand, ending turn. Civ P is thereby allocated the SWP unless both Civ M and Civ P agree otherwise.


Example 4:

X turns later while Civ M and Civ P are still at war, Civ N wants to declare war on Civ P. Civ N may declare war on Civ P at any time, but must declare war during Civ Ms' turn if Civ N is to move any units. If Civ N declares war during Civ P part of the turn, Civ N may not move any units until the following turn until the phase of the turn belonging to Civ M.

Later on, Civs M and N are attacking Civ P, and have 2 stacks of units against a city of Civ P. Both stacks are identical, and contain catapults. It is decided that Civ M attacks first. Civ M decides to attack with all of its' catapults, and then stops. Civ N then attacks with all of it's catapults, and then with the remainder of it's units, capturing the city. This is a legal move. Once Civ N starts to attack, Civ M may not move, upgrade or promote any units involved in the attack in anyway.


Example 5:

Later still, Civ O decides to back stab Civs M and N. Civ M moves a stack of units into Civ P land, and Civ O declares war and attacks them, before Civ N has moved or phase 1 has finished. This is illegal, as Civ O is decided to be on Civ Ps' side and hence uses Civ P phase of the turn to move. If Civ O were to wait until it was the Civ P phase, then attack the stack during Civ P phase it would be legal.

(the reason for this distinction is to keep the game moving as much as possible).


Example 6:

Civ R decides to gift units to Civ P. Civ R moves units into a city threatened by Civ Ms' units, and gifts the units immediately after the turn rolls over. This is illegal; the units may only be gifted during Civ Ps' phase 2. (this shouldn't matter as units can be gifted with 0 movement points remaining)



We also have two proposed amendments to vote on.

Amendment 1 - Sneaky Research Allowed

Delete rule 2.3 from the above ruleset.

Amendment 2 - No Espionage Civic Changes

You may not use Espionage to change a rival's civics.
 
I have no clue what to vote on this... I don't care too much about the hidden research thing, but the changing of civics may be nasty. I don't know how expensive that is, but it can have big consequences. Does anyone have experience with this tactic?
 
It is not expensive in EP to change civics by default, but counter-EP and security bureaus might have something to say about the hammer and espionage cost of attempting to do so with any consistency. Also, SPI laughs at this ploy.

Anyway, I see no value in either amendment but like the rule set overall. An amendment allowing sneaky research just adds tedium and forces people to watch more often, it does not introduce skill and it's hard to see how it could possibly make the game more fun. Amendment II is garbage. You might as well ban drafting or city razing or some other powerful strategy which is more likely to influence the outcome of the game. Simply put, EP civic flip is part of the game, can be accounted for, can be done back, and can have the damage inflicted by its action minimized.

Spies cost :hammers:. Flipping civics costs good commerce or spec turns that could have gone into something else. You can't flip civics into anything but your own anyway, so the incentive to even do this only exists if someone near you is running a civic that benefits them and you either can't run it or are better off with something else. That's a lot of ifs to go banning a strategy that can be countered.

Hell, is the sum hammer and commerce investment of a civic flip actually less than a turn of anarchy by a material amount anyway? I bet it's not early game, and then is later on...when more means to counter it exist.
 
I voted for allowing sneaky research as a visceral reaction to nerfing diligent play. However, TMIT has shown me my error. I think I'd rather favor those rules that reward strategic superiority, as opposed to those that favor constant monitoring, of which types Amendment 1 seems to be the latter. I'd change my vote officially, but that's annoying and it seems as though I'll be outvoted anyway.
 
I agree with TMIT that there is no reason to change the ruleset to allow "sneaky research." Sneaky research only rewards tedium.

And as for civic changing... Lord Parkin is worried that it is broken because cost doesn't scale with civ size so late game when turns of anarchy are most devastating it is comparatively cheap to send your opponent into anarchy. But it seems like he just doesn't want to have to focus on Espionage, and doesn't want people using it against him.

Plus I look at it like this... spending all those hammers and all that commerce it takes to keep sending an opposing civilization into anarchy every 5 turns would hurt the targeted opponent, but it would help every other civ as you are spending your precious hammers and commerce not protecting yourself but weakening an opponent. If one of my opponents wanted to spend all his hammers making one of my other opponents weak sacrificing their own production, I'd be ecstatic. It is also quite obvious when one civ has is spending a lot of EP against you. Their spies can't defend their cities.

I will vote for the rule-set but not for the two amendments.
 
^

Espionage does not incite anarchy, AFAIK it swaps the civic without anarchy and the target civ only has to endure lost turns/commerce if they opt to switch back into their original civic or religion.

While the cost to inflict it does not scale, counter-EP, stationed spies in obvious places, and security bureaus can make things a lot more painful on the EP guy.

When it comes down to it, EP is a "commerce" output just like gold, science, and culture. Anybody who emphasizes it forgoes one of the others somewhat. If they're doing that, it better count. Non-Spiritual civs will have trouble using it anyway, since they'd have to already be in the offending civic.

Interesting, a kind of bass ackwards way to avoid forced civic flips is to avoid the tech that allows the civic the opponent is in :lol:.

For much of the game I can actually picture religion swaps being more annoying. I guess if one civ uses caste and the defender wants slavery, it can be used in that case too...but is that really worse than, say, spy bombing metal repeatedly? That doesn't scale with empire size very much either. Amendment II just makes no sense as a game play restriction given the sheer volume of things that could impact the game so much more.
 
Espionage does not incite anarchy, AFAIK it swaps the civic without anarchy and the target civ only has to endure lost turns/commerce if they opt to switch back into their original civic or religion.

This is what I originally thought, and I tested it in SP mode, and it didn't look like it put the opponent into anarchy. It's just that Lord Parkin was swearing up and down that they'll keep sending people into anarchy every few turns, and said that that happened to him. I have seen no evidence that it does cause anarchy, and some that would point the other way.

Interesting, a kind of bass ackwards way to avoid forced civic flips is to avoid the tech that allows the civic the opponent is in :lol:.

For much of the game I can actually picture religion swaps being more annoying. I guess if one civ uses caste and the defender wants slavery, it can be used in that case too...but is that really worse than, say, spy bombing metal repeatedly? That doesn't scale with empire size very much either. Amendment II just makes no sense as a game play restriction given the sheer volume of things that could impact the game so much more.

It would also be possible to pay an ally to switch your civics for you so you didn't have to go through anarchy. Depending on how much the anarchy would cost you, you could reimburse the other team for the EP they used up.
 
I stand by my rant and voted for amendment 1. I think that sneaky research is a legitimate way to counter meta-espionage.
 
I see no need for either amendment, the first will just make the game more tedious, and the second bans a normal aspect of the game... in general I like the original ruleset.
 
I vote for everything expect none of the above. Though I could go either way on amendment 1.2.
 
What is needed for an amendment to pass? Is it more than 50% constitutes a team vote and then all the teams' votes are added? Anyone know?
 
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