I'm trying to learn. Both web design and Spanish. Both for fun really. I'm hopefully going to spain later this year.
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Aussie Rules
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Originally posted by rah
Hmmm, you didn't violate any of them when you played with us.
Any views I may express here are personal and certainly do not in any way reflect the views of my employer. Tis the rising of the moon..
Look, I just don't anymore, okay?
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Makeo: Of course you should goto the Spain
They have better food than UK and don't forgot that they have 10 times better climate! Propably the reason the english is going to Spain and got so happy and celebrate by be drunkwinzity ICQ 30339567
Please note I don't longer use the mail address winzity@hotmail.com.
Please ask me on ICQ or use Apolytons e-mail function if you want to send e-mail to me.
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Originally posted by Alexander's Horse
No of course - I instinctively adapt to the rules in play
Cute.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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Just been tidying this up a bit and adding a few things...
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Aussie Rules - Ripped from Rah Rules, ripped from Makeo’s Oz Rules…
Part 1. Settings
Level: Deity
Barbarians: Villages Only
Production: 1x
Movement: 1x
Map: by agreement
Number of Civs: Number who show; no starting AI’s
Time limit: None or by agreement
Huts OK
Turn-based
No city bribe
Unit Bribe by consensus – usually no unit bribe
Wonders by agreement – usually all Wonders allowed
Usually no alliances nor any use of the Gifting or Ceding mechanisms
Part 2. Special stipulations
Part 2a. NOT Allowed:
· Taking too long on your turn without good reason
· Stealing Shields – very boring and for the time-wasters
· unsinkable boats and non-crashing aircraft – this is done by just moving your craft 1 less space than its available movement and pressing Wait followed by using the End turn keyboard shortcut
· Contact with AI - i.e. when someone drops and the AI takes over you many NOT initiate contact and you must refuse all contact with the AI
· wonder trading
· unit teleporting (includes caravans) – otherwise during your turn you could move a unit and then gift it to your partner for him to move; then he gives it back to you and you can move it again in the same turn giving you unlimited movement
· blatant cheats (eg map peeking)
· non-unit creation – done by moving a unit from the city that it is homed to, to another city. Open the screen to home it to the new city and wait till the machine is switching over to your turn, quickly pressing the homing selection. If you catch it right the unit will not home to the new city but become a non-unit
· sabotage proofing - similar to non-unit creation, i.e. when a diplo approaches your city open the build queue and make ready to buy the item. When the diplo sabotages production the shields that you had will still be in the box.
· lag-related cheats
· cheat-o-matic - a tsr that allows the game parameters to be changed on the fly while the game is running
· 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 has led people to believe that re-homing is not an intended feature and hence is a cheat
· disbanding units after losing the city or unit
· hard feelings
· NO city bribe - If the barbs take a city, you OR anyone else may bribe it. BUT, If someone drops out of the game and the AI takes over, and bribes one of your cities. Only the person that owned the city may bribe it back, since it normally shouldn't have been bribed in the first place. AND others should refrain from conquering the city until the original players has taken back control
· airbases - unless used as real airbases, i.e. not allowed in your city radius nor are you allowed to build a line of them to block air lanes
Part 2b. Allowed:
· incessant whinging
· automated settlers
· incremental buying
· black clicking
· tech stealing agreements
· trade agreements - to allow caravans to be delivered
· all other player arrangements - any agreements can broken when advantageous
· selling improvements - selling an improvement in anticipation of losing a city to enemy attack is allowed as long as the sale is conducted prior to the loss of the city
· pre-worked settlers - a settler starts working on something like transforming grassland to forest (or anything that takes longer than a turn) but before he finishes just clear the command. The turn that he spent working is "saved up" for the next command you give
· selling improvements/disbanding units before losing the city/unit - disbanding units in anticipation of losing the unit to bribery IS allowed so long as it's done before the bribery occurs
· diplo-guiding - using a diplomat or spy (or any other unit that ignores ZOC) to lead other units through an enemy's zones of control
· Scouse Gits' Magic Hut Finder
· tech trading
Part 3. Good sportsmanship to agree to :
· restart when a player gets an Arctic Start – i.e. If you walk the whole way around the arctic without finding a continent
· restart when the host gets techs
· not penalise player drops (reload if required)Last edited by deity; June 20, 2003, 23:17."Old age and skill will overcome youth and treachery. "
*deity of THE DEITIANS*
icq: 8388924
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yeah we want to finish a game before we die.Any views I may express here are personal and certainly do not in any way reflect the views of my employer. Tis the rising of the moon..
Look, I just don't anymore, okay?
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Spending time discussing rules is not taking away from game time. They are mutually exclusive.
Although rapid agreement on the rules or guidelines will certainly speed up games where disputes occur..."Old age and skill will overcome youth and treachery. "
*deity of THE DEITIANS*
icq: 8388924
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Some questions related also to Aussie rules are posted to RAH rules V: Attack of the Ferrets .Civ2 "Great Library Index": direct download, Apolyton attachment
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Aussie Rules - Ripped from Rah RulesCiv2 "Great Library Index": direct download, Apolyton attachment
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