Sommers posted his own set of rules:
I don't have the bandwidth to care about the ruleset. So if anyone wants to weigh in on the issue, please do so.
01. Rule Breaking
When rules are being broken the game will be reloaded to the closest previous point that undoes the rule violation. The host can reload immediately when the breaking of a rule is obvious to everyone involved. If it's not obvious to everyone, or there is a disagreement over whether a rule was broken, the game will be paused, for an admin to decide.
02. Wartime Double Moves
a. Civilizations that are at war must observe turn order. Turn order is automatically fixed by the APT Mod on the first turn of war. However, teams must also observe turn order on the turn immediately prior to the first turn of War. So if the Attacker (party Declaring War) played after the Defender (party who war is declared upon) in the turn before the war starts, then the Attacker must let the Defender play first in the next turn as well before he can declare war on him. If the Attacker wishes to have first to move during the War, he must move first in the turn prior to the beginning of the War. Attackers can always wait until after the Defender moves to login and declare war if they intend to move second in the War, regardless of whether they moved before or after the Defender in the prior turn.
b. When other players come into a war in progress, they must be careful to play into the correct half of the turn, so that then the Mod automatically places them on the appropriate side of the turn timer.
c. Non-Wartime Doublemoves are allowed.
d. All unit/city actions that players can engage in, including, but not limited to, promotion, sabotage, bombing, slaving, drafting, pillaging, rebuilding, etc, are fully allowed during that teams part of the turn. Advantages or disadvantages of being first or last in the turn order are strategic considerations when choosing to declare or continue a war.
03. Rule Change Procedure
a. When the game has started, rules can only be changed if the Teams unanimously agree to change the rules, or the Admin determines that a rule change is needed.
04. Out of Game Actions
a. Team Espionage -All external forms of intelligence gathering against opposing teams are not allowed. 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.
b. Game / Pitboss / Save Manipulation or Disruption - Editing the save file (with or without a utility) is not allowed. Intentionally disrupting access to the Pitboss host server is not allowed. Intentionally opening Diplomacy screens and then pausing, intending to lock teams out of playing their turn is not allowed.
c. Teams making diplomatic contact before they have met in-game is not allowed.
05. In Game Actions
a. Suicide Training - Knowingly sacrificing a unit to an ally in order to yield experience points to the victorious unit is not allowed.
b. City Gifting - Conquest, culture flip, UN resolution, and AP resolution are the only permitted methods of city transfer.
c. Unit Gifting - Gifting a unit with experience needed to promote to Level 4 to teams who have not built the Heroic Epic and cannot currently do so is not allowed. Gifting a unit with experience needed to promote to Level 6 to teams who have not built West Point and cannot currently do so is not allowed.
06. Administration
a. Pausing - Any Team may pause the game. Any Team may unpause the game. If a Team needs the game to stay paused, they must post in the turn-tracker thread. 72 hours after such a post is made, any team may un-pause the game. If the Admin determines a team is abusing pauses he may suspend or otherwise restrict a teams right to pause the game.
b. Game Administrator - r_rolo1 has sole authority as game administrator. Alternate and/or replacement administrators must be agreed to by all teams.
c. Bugs - The use of any bug is not allowed. Examples include, but are not limited to, Free Tech Bug, Unlimited Gold Bug etc. The decision about exactly what constitutes a bug rests solely with the admin. Consult with the admin if any action you are considering may be a bug.
d. Defeated Teams -Player on teams that are eliminated are permitted to join another team. These "refugee" players may NOT engage in team espionage by reporting information on their new team to any other team.
When rules are being broken the game will be reloaded to the closest previous point that undoes the rule violation. The host can reload immediately when the breaking of a rule is obvious to everyone involved. If it's not obvious to everyone, or there is a disagreement over whether a rule was broken, the game will be paused, for an admin to decide.
02. Wartime Double Moves
a. Civilizations that are at war must observe turn order. Turn order is automatically fixed by the APT Mod on the first turn of war. However, teams must also observe turn order on the turn immediately prior to the first turn of War. So if the Attacker (party Declaring War) played after the Defender (party who war is declared upon) in the turn before the war starts, then the Attacker must let the Defender play first in the next turn as well before he can declare war on him. If the Attacker wishes to have first to move during the War, he must move first in the turn prior to the beginning of the War. Attackers can always wait until after the Defender moves to login and declare war if they intend to move second in the War, regardless of whether they moved before or after the Defender in the prior turn.
b. When other players come into a war in progress, they must be careful to play into the correct half of the turn, so that then the Mod automatically places them on the appropriate side of the turn timer.
c. Non-Wartime Doublemoves are allowed.
d. All unit/city actions that players can engage in, including, but not limited to, promotion, sabotage, bombing, slaving, drafting, pillaging, rebuilding, etc, are fully allowed during that teams part of the turn. Advantages or disadvantages of being first or last in the turn order are strategic considerations when choosing to declare or continue a war.
03. Rule Change Procedure
a. When the game has started, rules can only be changed if the Teams unanimously agree to change the rules, or the Admin determines that a rule change is needed.
04. Out of Game Actions
a. Team Espionage -All external forms of intelligence gathering against opposing teams are not allowed. 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.
b. Game / Pitboss / Save Manipulation or Disruption - Editing the save file (with or without a utility) is not allowed. Intentionally disrupting access to the Pitboss host server is not allowed. Intentionally opening Diplomacy screens and then pausing, intending to lock teams out of playing their turn is not allowed.
c. Teams making diplomatic contact before they have met in-game is not allowed.
05. In Game Actions
a. Suicide Training - Knowingly sacrificing a unit to an ally in order to yield experience points to the victorious unit is not allowed.
b. City Gifting - Conquest, culture flip, UN resolution, and AP resolution are the only permitted methods of city transfer.
c. Unit Gifting - Gifting a unit with experience needed to promote to Level 4 to teams who have not built the Heroic Epic and cannot currently do so is not allowed. Gifting a unit with experience needed to promote to Level 6 to teams who have not built West Point and cannot currently do so is not allowed.
06. Administration
a. Pausing - Any Team may pause the game. Any Team may unpause the game. If a Team needs the game to stay paused, they must post in the turn-tracker thread. 72 hours after such a post is made, any team may un-pause the game. If the Admin determines a team is abusing pauses he may suspend or otherwise restrict a teams right to pause the game.
b. Game Administrator - r_rolo1 has sole authority as game administrator. Alternate and/or replacement administrators must be agreed to by all teams.
c. Bugs - The use of any bug is not allowed. Examples include, but are not limited to, Free Tech Bug, Unlimited Gold Bug etc. The decision about exactly what constitutes a bug rests solely with the admin. Consult with the admin if any action you are considering may be a bug.
d. Defeated Teams -Player on teams that are eliminated are permitted to join another team. These "refugee" players may NOT engage in team espionage by reporting information on their new team to any other team.
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