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This is a 3rd edition of proposition of house rules. Of course any rule can be a subject of debate.
Edit: rules continue here: summary of rules added after version 3
Sentences are compiled from this thread, Rah and Aussie rules in MP forum etc.
It looks these rules are agreed unoficially by most players now, but...
as Kull noticed, we started with no special rules, and so we can't force new rules to anybody. Therefore players are asked to post an agreement or disagreement with rules.
I stressed movement with incomplete movepoints left is also a fortuious action (in the Reloading section).
Since Yaroslav's Civ2Dip utility allows unit giving, I added it in the list of possible actions.
I changed the text on several places, but meaning of any rule was not changed.
General
Settings
King, Barbarian wrath
Game speed
There is now a 72 hour deadline. If you can't make it, post here, and we will undoubtedly give you some more time, if you have a good excuse. If you are late, expect your turn to have passed. Don't be shy to take your turn when the guy before you has not shown up in time.
After (or before) you do your turn try to send e-mail (or PM) to player(s) that play after you.
Turn procedure
Don't open the Demographics window (by both the F11 key or the menu). If you want to see the window content then do it after the final save or in a separate game load that will not be used for gameplay.
Reloading
You can reload typos and similar mistakes ONLY under following conditions:
1. | You can take back only 1 'action'. Action is | |
a movement or another order to one unit | ||
rushbuild | ||
improvement sale | ||
2. | You didn't intend to execute that action, you did it by mistake. | |
3. | The action cannot be taken back if ANY kind of new information is revealed by that action (new terrain is revealed, a new unit is detected, a formerly revealed square has changed (an irrigation is built on it, a foreign city has changed size etc.), a formerly revealed square that was out of your visibility gets in your visibility again...). | |
4. | You can NEVER take back fortuitous actions: combats, hut popping, tech stealing, movement with incomplete movepoints left etc. | |
5. | You must correctly repeat all actions between the last save and the mistake that is taken back. The game cannot be reloaded if there is any fortuitous action (combat, hut popping, tech stealing etc.) among actions that are to be repeated (so it is suggested to save after combats, hut popping etc.). |
Getting info from saves
Revealing the starting map is legal, because a player that has already played all civs in SP games has the same info at his disposal.
Reloading/opening savefiles of passed turns in order to get some last information or to find out a detailed info about events that went between your two turns (for example who killed your unit) is legal, but you must be cautious in order to avoid the AI moves with units of other human players and reveals them to you:
In MP mode (Main Menu / Multiplayer Game / load a saved multiplayer game) you can open ONLY files that were saved right before your turn (by your predecessor) or by yourself.
It is possible to open a .net game also in SP mode (Main Menu / Load a game - but you have to change the default .sav option to .net). In this case you can open also save, other than the save from the civ that directly precedes yours: you will go to your own civ (as chosen) but since its not your turn, you will not be able to move any of your units. The player is nothing more than a bystander/onlooker.
Reports
Players are not obligated to report anything about a course of player's turn. But things that would cause an international incident in a SP game can be accomplished only under war. War can be declared both privately (by e-mail) or publicly (in this thread).
So if your unit or city dissapears you will know that the originator is one of civs you are in a war with.
In SoG scenario, the turn-based Event messages are intended for everyone, although in a PBEM only the first player sees them - hence the requirement for white player to make them public.
Diplomacy
Diplomacy can be managed both privately (by e-mail, PM...) or publicly (in this thread).
Please distinguish between...
- Diplomatic Arrangements (may be broken, lying is possible, passed info may be false) and
- Barters (cannot be broken, info (maps) must be correct).
Diplomatic Arrangements
All diplomatic arrangements (alliances, tech, unit, gold, city trading, trade agreements = to allow caravans to be delivered etc.) are allowed, but any agreements can be broken when advantageous (unlike barters) .
Any info may be offered during diplomatic talks (except restraints related to Map Making), but any info may be false (unlike info (maps) obtained by barters).
Barters | |||||
Barters and gifts are allowed using several methods: built-in Civ2 diplomacy (F3key), online (MP) play, Yaroslav's utility, exchanging map screenshots etc. But there are some restrictions: Description of allowed ways for implementing barters/gifts: | |||||
Maps | online (multiplayer) connection, AI diplomacy (F3 key), screenshots, Yaroslav's Tool (the official name is Civ2 PBEM Diplomacy Utility; the last version is 3.0 and may be downloaded from http://cdgroup.org/forums/tbs/civ2/download.php?id=3125) see restraints related to Map Making | ||||
Techs | online connection, AI diplomacy, Yaroslav's Tool (current version don't count with GL, so you have to pass the given tech also to the owner of the GL some way) | ||||
Gold | online connection, AI diplomacy, Yaroslav's Tool | ||||
Units | A. online connection (warning: units are homed to the nearest city of the recipient);
B. Yaroslav's Tool (units stay homed to the original city)
notes: | ||||
Cities | not allowed | ||||
Warning: AI diplomacy can bring problems - for example some unwanted info about opponent's civ may be revealed. Both gifts and barters and way of their implementation must be agreed by both sides before the realization. | |||||
Barters cannot be broken or crooked (unlike arrangements). For example if you agree on exchanging map screenshots then you cannot refuse to send your map after you get the opponent's one. Also the screenshot must be true (but you can blacken some areas - if you announce it). |
Contact: No diplomacy until after the first physical unit contact between two civs. (But players are allowed to publicly declare their progress on the thread.)
Map making: (not important now, I keep it here for our next game )
No map sharing (including screenshots - gifs, jpgs) until both civs have discovered the 'Map Making' tech, no use of map coordinates for specifying localities on the map, areas and squares can be determined using words only (for example: about 10 squares south-east from Babylon). Distances cannot be expressed punctualy: only numbers 2, 5, 10, 20, 40, 80 ... ('about 2', 'about 5'...) may be used.
Coordinates may be used for determining boundaries only. Another way how to determine boundaries is sharing screenshots of the starting map (3500 BC).
Diplomatic contact with AI is forbidden. You may never initiate a contact and you must always refuse all diplomatic contact with other civilization (when you play your turn) UNLESS you will do something you and the human leader of that civ have agreed to.
Tricks and ploys
Not allowed:
black clicking
(1. Right click on black area - reveals continent number - try not to look at that small numeral in the status window that represents the continent number.
2. Double click on revealed area - reveals cities (terrain help is not shown on a city) - don't double click in unknown areas
3. Left click on black or revealed area - reveals cities (map is not centered on a city) - center map by the right click only)
unsinkable boats and non-crashing aircraft
(this is done by just moving your boat/craft 1 less space than its available movement and pressing Wait followed by using the End turn keyboard shortcut)
caravan re-homing
(unlike normal units you cannot hit the 'h' key to change the home of a caravan - however the 'support from this city' option is available from within the city screen. This way it is possible to build caravans in small cities and to rehome them to large ones.)
stealing shields and immediate tech use (management of cities in pre-turn stage, see Using 'Zoom to Home City' to adjust production)
(The priciple: Before your turn Civ2 shows cities where an improvement or a non-combat unit was built. In this stage it is possible to try some tricks. )
renaming cities must be reported (except adding personal notes after the city name end that help you to remember your plans).
automated settlers (to irrigate with no adjacent water}
blatant cheats
(revealing the map through the cheat menu, editing stats in rules.txt, reloading hut and combat outcomes, cheat-o-matic (this is a tsr that allows the game parameters to be changed on the fly while the game is running.) etc.),
Allowed:
city bribing
unit bribing
incremental buying
pre-worked settlers
food caravans (any use is allowed (except rehoming))
ship chaining (transfer cargo from ship to ship in 1 turn)
diplo-guiding (using a diplomat or spy (or other unit that ignores ZOC) to lead other units through an enemy's zones of control.)
reading 'near city' notes (to use 'near city XX' notes in a city window to locate unknown cities)
If you break a rule by a mistake nothing horrible happens. But you have to announce it and warn other players.
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