The penalties are simple, I just wrote them out like that so pinchak couldn't find a loophole.
1) You lose five tech vouchers and 25% of your votes up to the point of the violation. The violation is making "double move."
2) If you break the rules in a ridiculous manner; ie you make a double move and kill multiple units, take workers, destroy settlers and great people, pilliage, plunder etc you lose ten tech vouchers and 50% of your votes up to that point.
3) If you have to move within the 1/3rd time period in order to expedite the game (meaning you wouldn't be able to finish your turn with the remaineder of the time left) you may do so but you have to tell everyone at least two hours in advance and you can't attack units unless they are an immedeate (they can attack that turn if possible) threat to the city. This is the only situation where a double-move will be acceptable. Double-moves made by subs will be considered your fault for not telling them beforehand.
Its pretty simple actually, I think this is the best way to handle it. The penalties are harsh, there are differences for a slight break of the rules and a severe break of the rules. I don't think it should matter if there was little gained by breaking the rule because the point of the penalty is to prevent it. And don't give me any stupid RL crime stats, because I studied criminal justice/law (et al) and there is no comparison between real-life situations and a friggin strategy game played by nerds.
1) You lose five tech vouchers and 25% of your votes up to the point of the violation. The violation is making "double move."
2) If you break the rules in a ridiculous manner; ie you make a double move and kill multiple units, take workers, destroy settlers and great people, pilliage, plunder etc you lose ten tech vouchers and 50% of your votes up to that point.
3) If you have to move within the 1/3rd time period in order to expedite the game (meaning you wouldn't be able to finish your turn with the remaineder of the time left) you may do so but you have to tell everyone at least two hours in advance and you can't attack units unless they are an immedeate (they can attack that turn if possible) threat to the city. This is the only situation where a double-move will be acceptable. Double-moves made by subs will be considered your fault for not telling them beforehand.
Its pretty simple actually, I think this is the best way to handle it. The penalties are harsh, there are differences for a slight break of the rules and a severe break of the rules. I don't think it should matter if there was little gained by breaking the rule because the point of the penalty is to prevent it. And don't give me any stupid RL crime stats, because I studied criminal justice/law (et al) and there is no comparison between real-life situations and a friggin strategy game played by nerds.
Comment