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Ruleset

Discussion in 'Civ3 - Multi-Team Demogame' started by Ginger_Ale, Jul 19, 2005.

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  1. Ginger_Ale

    Ginger_Ale Lurker Retired Moderator

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    By signing up for this game, you agree to the following rules:

    0.0 - Game Staff Authority

    0.0.1 - Definitions

    Intent: Many of the below rulings are based on the intent of a team or individual. Intent is determined by the Game Staff and is only decided after investigation.


    0.1 - Punishment

    There are three possible punishment levels for breaking the rules. These are Yellow, Orange, and Red Offenses. All punishments for rule breaking will be determined by the game staff. The punishments listed with each rule/section are general guidelines; they are by no means a limit or restriction to the minimum/maximum punishment for a given offense.

    The minimum punishment for an orange offense is forfeiture of one turn of play, which will be skipped by the game staff. Where rules explicitly state otherwise and for repeat offences the game staff will determine what a team will forfeit.

    A team that commits a Red Offence will forfeit an enormous amount of turns, in upwards of 30 or 40 turns; they may even be ejected from the current game. A repeat offense is easily enough for them to be expelled from the Multi-Team Demogame (MTDG).

    Team Punishments include:
    • Skipping Turns (no actions taken, just hitting enter)
    • Anarchy*
    • Forfeiture of unfairly acquired assets (cities, units, etc.)
    • Ejection from the current game
    *Note: Starting a revolution in the first turn, and allowing play to resume as normal. Upon exiting Anarchy, the punished team must select their previous form of government. Religious civs will be required to remain in Anarchy for a select number of turns consistent with the duration of Anarchy for non-religious civs.

    Personal Punishments include:
    • Suspension for # of turns as prescribed by the game staff
    • Ejection from the rest of the current game

    0.3 - Team Switching

    0.3.1 - Membership retention after Defeat

    Description: Upon defeat, members of the defeated team lose access to their native forum. They are allowed to join the team that conquered them, if the team will have them. They may also join neighboring teams that they had contact with at the time of their defeat.

    Definition: Neighboring does not mean specifically teams adjacent to them in game, more specifically it means teams they would have had the capability to travel to with their current technology.


    Verdict: Switching teams is allowed if your team is out.

    0.3.2 - Refugees

    Description: Upon becoming a refugee according to rule 0.3.1, refugees may join another team provided that their team had in-game contact with the team they wish to join or the team they wish to join has/had in-game contact with at least two teams that had in-game contact with the eliminated team.

    0.3.3 - Spoiler Info

    Description: Upon joining a new team, you are not allowed to give out spoiler info to your new team that the new team you are on would not know about if you had not joined. If you have to give out spoiler info to prove your case, then do not post / vote in the thread.

    Verdict: Red (Personal)

    0.4 - Out-of-Game Espionage


    0.4.1 - Inadvertent or Accidental Espionage

    Description/Procedures: An accidental viewing of a private or secure area due to a security hole or other bug/glitch in any software should not be considered a deliberate act of espionage provided the following conditions are met:
    a. The members must have exited the private area immediately upon such discovery (it is up to each forum to clearly label its private areas.)
    b. The member must privately inform his team leader of the inccident, the team leader must put the member in contact with one of the game staff and the member must give the game staff details about the incident (how it happened, how much was seen, etc.) The game staff will then inform the violated team of its security problem and which team violated their security and then determine what action if any should be taken against the member. Action to be taken should not exceed a 50-turn exclusion of the member from the game.

    0.4.2 - Intentional Espionage

    Description: Any out-of-game espionage in any form is strictly prohibited.

    Definition: Trying to hack the secure team forum(s), continuously logging team chat channels, inserting moles in an opponent's team, hacking screenshots or save game upload location, or any other action considered espionage as determined by the game staff

    Verdict: Doing any of the above as determined by the game staff is a violation of this rule.

    Punishment Level: Red (Ejection)



    1.0 - In-Game Glitches/Bugs/Exploits


    1.1 - Double-Duty Exploit

    Description: No team or individual is permitted to 'allow' the capture of their bombardment or workers with the intent of executing a double-duty exploit.

    Definition: Two or more teams capturing and recapturing non-combat units (Including bombardment units) with the intent to use them against a third party team simultaneously.

    Purpose: To prevent two or more teams from sharing units and their abilities in the same turn for multiple turns.

    Verdict: Using this exploit or any other exploit that allows Double-Duty through any means is a violation of this rule.

    Punishment Level: Red (5-20 Turns)


    1.2 - Resource Sharing Exploit

    Description: No team or individual is permitted to share a single resource through the use of the Resource Sharing Exploit.

    Definition: Two teams gifting and regifting a resource as well as canceling it allow two teams to get use of the same resource that wouldn't be otherwise possible.

    Purpose: A resource is to be used by one team per turn, no exceptions.

    Verdict: Using this exploit or any other exploit that allows Resource Sharing through any means is a violation of this rule.

    Punishment Level: First Offense/Turn (warning) - Yellow, Repeat Offense (2 or more turns) - Orange (2 + turns)


    1.3 - Leader Sacrifices

    Description: No team or individual is permitted to barter, gift, or otherwise allow another team to kill-off any of its units with the intent of creating a leader for either team.

    Definition: A team creating weak units or sending its out-of-date units after another team with the intent of helping that team create a leader.

    Purpose: To prevent great leaders from appearing between two allied teams abusing the game system

    Verdict: Using this exploit or any other exploit that allows Leader Sacrifices through any means is a violation of this rule.

    Punishment Level: Once (1 Unit) – Orange (1 Turn), Repeat Offense - Red (2-10 Turns)


    1.4 - Enslavement Sacrifices

    Description: No team or individual is permitted to barter, gift, or otherwise allow another team to kill-off any of its units using those units with the enslave ability with the intent of creating an extra unit for either team.

    Definition: A team creating weak units or sending its out-of-date units after another team with the intent of helping that team create extra units.

    Purpose: To prevent extra units from appearing between two allied teams abusing the game system.

    Verdict: Using this exploit or any other exploit that allows Enslavement Sacrifices through any means is a violation of this rule.

    Punishment Level: Once (1 Unit) – Orange (1 Turn), Repeat Offense - Red (2-10 Turns)


    1.5 - War Happiness

    Description: No team or individual is permitted to declare war on anyone with the intent of generating some happiness amongst its populace.

    Definition: A team declaring war on another just to invoke a little extra happiness.

    Purpose: To prevent this 'feature' from being exploited and retain the spirit of the game.

    Verdict: Using this exploit or any other exploit that allows Happiness to be generated in such a way as to violate the purpose of this rule through any means is a violation of this rule.

    Punishment Level: Once – Orange (1+ Turns), Repeat Offense – Red (1-20 Turns)


    1.6 - Invalid Map Trading

    Description: No team or individual is permitted to barter, gift, or otherwise trade any sort of map, whether it be a screen shot, minimap, hand drawing, or any other 'picture' of the in-game map, mini-map, or embassy screenshot before the requisite tech is discovered. Verbal/text descriptions are allowed, but coordinates are not.

    Definition: A team creating screen shots, drawings, or other depictions of any part of the in-game map before the requisite tech has been discovered.

    Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing maps to be traded before they are allowed in-game.

    Verdict: Using this exploit or any other exploit that allows any map trading before the tech is discovered through any means is a violation of this rule.

    Punishment Level: Once – Orange (1-5 Turns), Repeat Offense - Red (2-20 Turns)


    1.7 - Exchange of Contact

    Description: No team or individual is permitted to barter, gift, or otherwise trade any sort of contact information until the requisite tech is discovered. A simple statement to team 'Z' that you live next to team 'Y' is allowable so long as no transactions are made or brokered between the two.

    Definition: A team trading anything for any location or contact information before allowed in-game.

    Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing contact and location information to be traded before they are allowed in-game.

    Verdict: Using this exploit or any other exploit that allows any contact or location information trading before the tech is discovered through any means is a violation of this rule.

    Punishment Level: Once – Orange (1-5 Turns), Repeat Offense - Red (2-20 Turns)


    1.8 Enjoining Teams

    Description: No team or individual is permitted to barter, gift, or otherwise trade multiple cities with the intent of joining teams to destroy another team and keep both teams alive to survive to the end. If a team decides to drop out however, its players are allowed to change teams as permitted under Section 0.3.

    Definition: A team trading one or more cities to another team for the purpose of either granting that team an advantage (premature contact with another civ, map information, etc.), or denying an aggressor the right of conquest.

    Trading and/or gifting cities is permitted, but each transaction shall be reviewed by the administrators of the game. If a specific transaction is considered to be in violation of the spirit of this law, then the traded/gifted cities may be forcibly returned to their original owner(s) or simply abandoned at the sole discretion of the administrators.

    As a general rule, the administrators will consider city gifts/trades that are temporary in nature (i.e. only a few turns in duration) and those given/traded for the purpose of granting a team an advantage (premature contact, map information, etc.) or to deny another team the right of conquest to be against the spirit of this law.

    Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing contact and location information to be traded before they are allowed in-game or to unfairly prevent a conquering civ from taking your cities.

    Verdict: Using this exploit or any other exploit that allows any contact or location information trading before the tech is discovered through any means is a violation of this rule.

    Punishment Level: Once – Orange (1-5 Turns and/or Cities), Repeat Offense - Red (5+ turns, Double cities given, and possible ejection, suspension, or expulsion).


    1.9 - Improper Use of Military Great Leaders

    Description: No team may use a Military Great Leader to rush a Great Wonder.

    Purpose: To prevent Military Great Leaders from being used in a manner inconsistent with their original purpose at the beginning of the game.

    Punishment Level: Red (Forfeiture of Wonder + Loss of or Anarchy for 1-5 Turns)



    2.0 - Metagame Tricks


    2.1 - Reloading

    Description: No team or individual is allowed to reload the game with the intent of altering the outcome of any event, combat, or other in-game result.

    Definition: Someone reloading the game when something happens that they don't like and wish to change. Playing the turn in a different order to alter the outcome of said happenings.

    Purpose: To prevent a team from replaying a turn until the most optimum outcome is achieved or otherwise increasing their odds of winning.

    Verdict: Reloading the game or using any exploit or bug that allows altering the RNG outcome or replaying a turn through any means is a violation of this rule.

    Punishment Level: Red (1-10 Turns)


    2.2 - Save Manipulation

    Description: No team or individual is permitted to use the PBEM save games or other files to obtain information or alter any in-game element. This includes monitoring or altering memory while the game is loaded. When using CivAssist II or MapStat, please be sure to use the latest version available.

    Definition: An individual scanning or monitoring loaded files into memory or altering a file can obtain location information and more, they can even alter in game data.

    Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing someone to outright cheat.

    Verdict: Using these or any other methods that allows altering the in-game content through any means is a violation of this rule.

    Punishment Level: Once - Automatic Expulsion


    2.3 - Zoomed Loading

    Description: No team or individual is permitted to have their settings set to have the game zoomed out when loading a PBEM savegame.

    Definition: Loading the game when zoomed out can reveal information that you would not otherwise have access to.

    Purpose: To prevent the gathering of information against the spirit of the game.

    Verdict: Using this exploit or any other exploit that allows learning any information about another team that you would not be able to get through the in-game espionage system is a violation of this rule.

    Punishment Level: Once - Red (1-10 Turns)


    2.4 - Misleading through Renaming

    Description: No team or individual is permitted to rename a unit or city with the intent of misleading or confusing opponents.

    Definition: Cities can be renamed to names of tech or sums of gold or anything else in an effort to not trade what that opponent agreed to. Units can be renamed to other units and appear to be something else entirely.

    Purpose: To prevent the misleading or confusion of another team through malicious use of in-game features.

    Verdict: Using this 'feature' or any other feature or exploit that allows misleading or confusing another team is a violation of this rule.

    Punishment Level: Once – Red (5-Expulsion and forfeiture of double what was not legally traded)



    3.0 - Game Mechanics tricks


    3.1 - Fortifying a boat/passenger

    Description: Similar to 3.1 (?), except now addressing sea vessels. The sea vessel also would enjoy increased visibility during the next turn. A team can move the vessels the full allotment of movement points then “wake” the passengers and give them then “Fortify all” command which fortifies the sea vessel as well. It is allowed to use the “Fortify All” command on a vessel or a stack of vessels that has movement points left before the command was issued.

    Definition: A team may get the effect of a sea vessel being fortified prior to an attack when that vessel should have not have been able to fortify itself because it had no movement points to do so.

    Purpose: To prevent the illegal use of having increased visibility.

    Verdict: Using this command on a stack of vessels with passengers or a lone vessel with passengers that do not have any movement points left is a violation of this rule.

    Punishment Level: Once – Red (1-5 Turns)


    3.2 - Hitting F1/back-forward to change production

    Description: It is possible to use F1 to go into city views and change production or rush items before a city has been reached in the pre-turn production queue.

    Definition: This can result in tech-enabled units and Wonders being completed the very turn the tech is researched, or production to be changed in response to an enemy's actions (like Walls if a stack moves toward a specific city and not another).

    Purpose: To prevent the unfair allocation of resources not intended to be used in a certain way on the previous turn and keep game play flowing within the spirit of the game.

    Verdict: Using the pre-turn production queue at the beginning of a turn to change production or to rush builds in a city is a violation of this rule.

    Punishment Level: Once - Red (2+ Turns)


    3.3 - Hitting F1/back-forward for double tile usage

    Description: It is possible to use F1 to go into city views and use the Forward/Back buttons to change the work force allocations before a city has been reached in the pre-turn production queue so that a tile can be used to used by 2 or more different cities in the same turn. .

    Definition: This can result in the possibility of a bonus tile being “shared” by 2 or more cities.

    Purpose: To prevent the unfair allocation of resources.

    Verdict: Using the pre-turn production queue at the beginning of a turn to change production or to rush builds in a city is a violation of this rule.

    Punishment Level: Once – Red (1-10 Turns)


    3.4 - Using GoTo/Auto-Explore/Auto-Workers to get extra movement

    Description: The last team in the turn order can issue the “GoTo” command, and have a unit move twice before the next turn begins. This is very strong in war-time. Every Civ has that option, that's why it is stipulated that no one use go-to. Note: This does not provide an extra turn of movement, but rather advances the timing of that movement (i.e. 2 moves in turn 1, and 0 moves in the final turn of the task). Similar results can be achieved with auto-explore and auto-workers.

    Definition: This can result in the last team to play in a given turn, the ability to move their units twice before another team could move in between

    Exception: Automation of worker tasks (roading, mining, irrigating, etc.) is permitted. Stack & individual unit movement that concludes within territory currently (when order is given, not when units arrive) visible (ie. not unexplored and not in the fog of war) is permitted. Automated moves are subject to administrator oversight. Contested moves that result in an unfair advantage (ie. arriving at a location before another team that would have arrived first, but wasn't using automated movement; reinforcing a poorly defended city or location; etc.) will remain a violation of this rule.

    Purpose: To prevent the unfair movement of units; especially during war time.

    Verdict: Getting two moves out of a unit or units before you opponent can move through any means is a violation of this rule.

    Punishment Level: Once - Orange (1-5 turns), Repeat - Red (2-10 turns)
     
  2. Ginger_Ale

    Ginger_Ale Lurker Retired Moderator

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    3.5 - Chaining naval transports to move land units across water

    Description: It is possible to wake a land unit at sea, and transfer it from one transport to another. Given enough ships, a chain can be created to instantaneously move units across bodies of water (by ending in port).

    Verdict: This is allowed.

    3.6 - Teleporting units gifting cities

    Description: A team can instantaneously transport units from any city back to their capital by simply gifting it to another team. This results in very weird strategy.

    Definition: This can result in a Civ’s units being transported out of harms way or to a new war front.

    Purpose: To prevent the unfair movement of units; especially during war time.

    Verdict: Moving your units in this way or any other way that is against the spirit of the game as determined by the game staff is a violation of this rule.

    Punishment Level: Once – Red (10-Expulsion)


    3.7 Accepting a Peace Treaty from a Civ then immediately declaring war

    Description: A team at war with another can accept the latter's Peace Treaty, then declare war afterward in order to eliminate War Weariness from that team. This results in a huge advantage if the peace-seeking team is not aware of the trick.

    Definition: This can result in a team’s properly acquired War Weariness being shut off and the possibility for the other team to suffer from it should they redeclare war.

    Purpose: To prevent unfairly using the games mechanics to negate or reverse the effects of War Weariness,

    Verdict: Do not accept peace if your intention is to behave in a war-like manner, unless a determination by the game staff to fall within the rules of this ruleset dictates so. Any method to break war weariness in any such manner is a direct violation of this rule.

    Punishment Level: Once – Orange (2-10 Turns), Repeat Offense - Red (5-Expulsion)


    3.8 - Staying at war to upkeep War Weariness but not actual fighting

    Description: Being kept at war by a team with the intent of inflicting War Weariness, and the penalties that are associated with it.

    Definition: This can result in a team’s War Weariness being applied and worsened when the team no longer wishes or is able to wage war against the other.

    Purpose: To prevent unfairly using the games mechanics to increase, exaggerate, or prolong the effects of War Weariness when waging war is not a reasonable option as determined by the game staff.

    Verdict: A team must accept a peace offer, within a reasonable amount of time (determined by the game staff), if war has not been waged or reasonably waged in a reasonable amount of time (all determined by the game staff)

    Punishment Level: Once - Orange (1-5 turns and/or Forfeiture or funds), Red (5 – Expulsion)



    4.0 - Reputation and Honor System


    4.1 - Official Treaties

    All in-game treaties can be submitted to the game staff for an official record. All teams in the treaty must confirm the exact wording with the game staff for the treaty to be officially recorded.


    4.2 - Distribution of Treaties

    All official treaties will be kept private. The only exception to this is where a team in a treaty asks the game staff to send a copy of the treaty to another team.

    Example:
    • Team A and Team B have a treaty, which they submit to the game staff for the official record.
    • Team A believes that Team B has broken their treaty, and tell Team C of this.
    • Team B believes they did nothing wrong and tells Team C this.
    • Team A or Team B can ask the game staff to send a copy of the official treaty to Team C.
    • Team C can now make an informed decision on who they believe.

    4.3 - Fairness Pledge

    Every team must agree to the fairness pledge before the game starts:

    “I pledge to compete fairly and within the rules of the game. I pledge to not tamper with the game itself, to not unfairly gain access to secret information from other teams, and to follow these rules to the best of my ability. I understand that failure to live up to this pledge may result in penalties for me and my team.”


    4.4 - Battle Log

    Description: For all combats, teams must submit a log of what units attacked, retreated, died, won, etc. from each battle on that turn to the team they attacked. This includes the capture of units and cities.

    Verdict: Failure to email a log to the game staff of all combat actions is a violation of this rule.

    Punishment Level: Yellow (Warning), Yellow/Orange (case by case basis)

    Amendments


    5.1 - Addition of Newly Discovered Exploits

    5.1.1 - Authority

    The teams agree to abide by the rulings of the game staff should a new, previously unknown bug/exploit appear in the game.

    5.1.2 - Disclosure Requirements

    Every team has to control its own actions and to look for bugs or game mechanics which could be defined as a bug or exploit. When a team finds such a mechanism (which may or may not known by other teams), they are compelled to bring this to the attention of the game administrators immediately.

    The game staff will be responsible for resolving the issue amongst the concerned parties, or in the case of a potential new exploit, the admins will be responsible for facilitating a discussion (while preserving the anonymity of the identifying team) and a vote on the issue (by the team captains).

    5.1.3 - Time Requirements

    At the game administrators’ discretion, all timers and other time-keeping mechanisms may be stopped while discussions on the new exploit are ongoing.

    5.1.4 - Procedure

    A rule prohibiting a newly discovered or recently recognized exploit may be added to the ruleset provided it successfully passes a two-thirds (2/3) majority vote of all remaining teams, which shall be defined as those teams still participating in the current games as well as those teams still eligible to compete in the final game.


    5.2 - Amending Existing Rules

    5.2.1 - Limitations

    The Existing Ruleset may be amended at any time during the game.

    5.2.2 - Procedure

    An existing rule may be amended or removed after successfully receiving a two-thirds (2/3) majority vote of all remaining teams who choose to cast a vote for or against the amendment.



    6.0 - Turn Progression


    6.1 - Time allowed for a turn

    Every team has a maximum of 24 real world hours to play its move and to send the save. This does not mean, that every team must use all 24 hours.


    6.2 - Extensions to time limits

    6.2.1 - Limitations

    In some cases a team is allowed to take more time for a move:
    a. If the request is announced in time, which means before the requesting teams turn limit has expired, and if the game staff deem it reasonable.

    or...
    b. Technical problems, like a downed forum (verified by the game staff).

    6.2.2 - Authority

    The Game Staff will determine how much extra time is appropriate for the situation, if any.

    6.3 - Sending the Save Game

    6.3.1 - Mailing

    Each team turnplayer is required to send the save to the citizens on his team via email, unless they do not want it. A thread entitled "Save Game Mailing List" will be put up in each forum. Each citizen who posts his/her email in that shall receive the save game upon its arrival in the mailbox of the team turnplayer.

    A copy of sent save games will also be sent to the admins via email to the following addresses:
    ale.of.ginger AT gmail DOT com (Ginger_Ale)
    TitanicWhiz18 AT comcast DOT net (RegentMan)

    6.3.2 - Notification of Playing
    Immediately after the save has been played and e-mailed to the proper people, the team's designated player must notify the MTDG community by posting in the designated "Turn Tracker" thread.

    6.4 - Passwords

    Do not give out your passwords! The only time the password should be given out is via email along with the save game (to the citizens on the save game mailing list). The password for the save given out by the admins is confidential and random, and should stay that way.
     
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