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The Dance of Civilizations [Diplo Game] [Organization Thread Pt1]
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I vote in favour of all of them. The shorter and the simpler, the better. And since we are already skitting these rules, we may as well codify it.
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I've been reading through the rule-list again.
There are some rules we're not applying, For good reasons I think.
I want to suggest to change the written rules according to how we practice them to stop possible problems in the future in advance, because someone may point rightfully to the written rules.
Here are the written rules I suggest to change. Please vote for every rule change seperately with a 'yes', a 'no' or an 'abstain.
A rule changes needs 66% support to be changed.
The vote will close within 48 hours.
Be aware: all rule change suggestions I make are already in effect not-officially by practice. I want to make them official.
Be aware: if we vote against these changes I want to enforce all of them again as being written.
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Rule change suggestion 1:
01. Anonymous play (all players will receive an anonymous apolyton account, like "Greece (DoC)" which they will use for diplomacy (post and PM) and story telling (posts). The players behind the civs won't (immediately) be revealed. When players login to the game they must write down an anonymous name to keep their true identity hidden.
It is not allowed to reveal anybodies anonymous identity or to speak about these identities in private or public. During the game people may get more and more clues, but still keep their mouth shut.
Punishment for breaking this rule: losing 25% of the Fair Play Rating (for the entire game) per violation. (reason for punishment: no way to undo such a violation, unless someone finds a way to purge the info from our brains)
Rule change suggestion: Remove the bold part from the rule.
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Rule change suggestion 2:
03. Civilizations that are at war or want to declare war have to observe the turn order which is set the turn before the war starts.
Thus: no double moves during wartime or when declaring war. Players are free to agree on a new turn order if all involved parties agree and this new turn order is published in the organization thread and all involved parties publish their agreement there as well. Every player gets at most 24h to make his war moves. The host will pause the game if the turn is about to advance in 1 hour while any player involved in the war did not have a chance to play his turn.
When 24h have past the player just missed his turn. If the 2nd player in the turn order misses his turn he'll be first in the turn order from that moment on.
Rule change suggestion: Remove the bold parts from the rule.
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Rule change suggestion 3:
4c. All tech trades must be reported in the Tech/Units trade thread. For '4a trades', only the 'giver(s)' must be reported. For '4b trades*' the explicit deal must be reported. For '4b trades' the 4 civs that are supposed to have advanced into the next age must be listed along with the trade report.
*4b trades = free trades of old techs
Rule change suggestion: Remove the bold parts from the rule
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Rule change suggestion 4:
6. Subs will always put '(sub)' behind their name when they login to the game. (ie. 'Emperor Augustus (sub)') tmp subbing for allies is allowed. Tmp subbing, for civs that lost their player completely till a perm sub has been found, is only allowed for civs that are not closely involved with the civ they wil sub for. (no neighbours, no enemies, no allies).
If a civ won't be played for 10 turns in a row or 20 out of 25 turns, a a perm sub will be looked for. Civs like this won't be annihilated.
Rule change suggestion: Remove the bold part from the rule.
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Rule change suggestion 5:
11. When the game has started rules can only be changed if 66% of the players agree.
Rule change suggestion; change rule into:
11. When the game has started rules can only be changed if 66% of not-abstaining players agree. All players who do not vote within 48 hours after the vote has started automaticly abstain.
This is the vote format:
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Rule change Suggestion 1:
yes
no
abstain
Rule change Suggestion 2:
yes
no
abstain
Rule change Suggestion 3:
yes
no
abstain
Rule change Suggestion 4:
yes
no
abstain
Rule change Suggestion 5:
yes
no
abstain
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If you believe that we should not change a rule but should start enforcing a rule, feel free to vote 'no'. That's a very valid position.
Bottom line is that I believe that we should enforce our written rules or change them according to the official procedure. (as being done now)
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Rule 4b has been updated:
4b. When 4 civs have advanced to the next age (ancient, classical, medieval, renaissance, industrial, modern) all techs of the age before the past age can be traded freely without the need to spend vouchers. (If 4 players are in the medieval age, all techs of the ancient age can be traded freely, etc.)
I delayed the effectuation of this rule because of the 2nd possible rule change.
The change this rule brought is that from now on free techs (techs of 2 ages ago) can now be freely traded without any conditions. (you can give them away, sell them for cash, sell them for 1 or more other free techs, etc. etc.)
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Can Egypt or Inca confirm that the war is over?
I can then try to lower the turn timer using my phone. I'm not being home for the next 12 hours.
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You know Byz, I find it rude that you never visit me.. never think of me..Originally posted by Byzantium (DoC) View PostYou begging for peace are you ?
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It seems the war ended, can we go back to shorter turns, please?
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ill send you PM and explain it all to you shortly ....
will opne your eyes...
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meh, I just feel there's a certain level of stagnation and that certain big civs are working hard to keep it like that.
I'm gonna shut up and go back to focusing on my stories and diplomacy again.
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jsut to set record straight, we were not spying you. our knight and explorer were on way to egypt, your closing borsdees just sped that up..
and Korea has rejected piracy...
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For your records.
Inca did have very big reason for war. Inca have bigger reason not to share reason. Never big war of conquest just aim for 1 city so should not need ally. Inca have 100% spying on Egypt for over 500 years so no hidden troops or citys. Expected maybe Korean piracy or england attacking but not that egypts army grows 5 times in 1 turn. Immediate spy attacks from korea their troops moving over my land plus Indian fleet on way make impossible odds to continue war. I know war a big risk but not unfair war as inca not much bigger and does not have gunpowder.
Please do not argue this any more as i have no bad will against anyone.
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As the commentator on the old Batman TV Series would dasy..
just stay tuned,,, Same Bat Channel , same bat time !!!!!
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Just for the record...
I find everything perfectly fine as it's just like RL, anything can happen!
In RL, the world is carved into blocs (Hastog, Tao) and very rarely there do exist independent swing nations (Byzantium), and then also smaller independents who have weaker alliances that can sway depending on the situation (Arabia, Greece).
So to me, this is fantastic, very realistic!
You always have a choice of action, no matter what. It's true that some nations find themselves in difficult positions, but this is realistic! Due to decisions you've made in past you find yourself in your current position!
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Originally posted by Byzantium (DoC) View PostUntil you turned into a blood sucking murderous vampire queen, and then saw your evil for what it is ... damn forgot this was meant to be ooc...
But India is right, the Tao block is not really a block ... and its not really very Tao!
And block or not its been great for the game.
We have told you thousands of years ago that we will crush the non-believers.. it just took time untill you started to think we are serious
. Soon we will have to investigate who are just Taoist, simply having Tao as state religion or true followers of the Sha'Tao
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