At the request of several teams, I'm posting a summary of rules that have been decided upon, and my interpretation of some rules that were unclear.
There are a few other issues that might come up, and I'll include those here.
CONTACT
IN GAME DIPLOMATIC ACTIONS
PLAYING THE SAVE
The item(s) in RED are questions that aren't clear, and are up for discussion. Italics are my comments and interpretations. Regular text are what was agreed on by the teams pre-game.
There are a few other issues that might come up, and I'll include those here.
CONTACT
- No team may have game-related discussions with a team they have not met in game. This means you can click on their team name in-game and open the trade dialogue.
- Teams should not discuss their relations with a third team that has not contacted one of the teams. May teams discuss having contact with a third team but not mention the team's name?
- Teams may trade screenshots of their maps or any other in-game element upon contact. This has impact on the previous element; however, contact for purposes of this game is defined as in-game contact.
- Teams may not post in-game matters in a public forum until all teams have contact with all other teams.
IN GAME DIPLOMATIC ACTIONS
- The use of open border agreements, or the use of a declaration of war, for the purpose of teleporting units, is illegal. So, you may not cancel an open borders agreement, either via F4 or by declaring a false (or real!) war, for the primary purpose of using the game mechanics to move your units to a favorable position. To avoid running afoul of this rule, it is recommended to empty your units manually from lands with which you have an open borders agreement prior to cancelling that agreement or declaring war; this is not explicitly required, however, and if there is no gain to either team it is permitted. Please check with the admins if you're unsure of the situation.
- The use of a fake war for the purpose of mutually gaining experienced units, or for the purpose of razing a city no longer desired by its owner. This means, you may not diplomatically invite another team to declare war on you for the above illicit purposes. Certainly you can trick a team into razing a city you don't want, or into attacking you with poor units to train your units, but it must not be agreed upon by both teams. Fake wars for other purposes ARE permitted, and are not distinguished from actual wars by game rules. If you have any questions about a potential war, please consult the admins. However, the general rule is that they are permitted except for two very specific circumstances.
- The trading OR gifting of Great People, ie the units that are generated by Great People Points in cities, or that are generated by the acquisition of certain techs, is explicitly forbidden for any purpose.
- Trading of cities is not forbidden, as there was not a consensus on this topic, and it's permitted by default; however the players are reminded that this is a seroius hot button issue, and if you are considering trading cities for anything other than a peace treaty or border agreement, it is strongly recommended that you discuss it openly (if this is permitted by in-game contact) with all parties in the game prior to doing so, as otherwise you will likely make some enemies you might not expect to make.
PLAYING THE SAVE
- Teams have 24 hours to play the save from receipt. They are granted a 24 hour extension by default. Although there are no explicit penalties for breaking this time limit, the admins may choose to suggest penalties to the teams for repeat offenders. We all want the game to move... just post if you need more time than this, please.
- No player may play the save and take any irreversible action, ie moving a unit, ending the turn, initiating combat, declaring war, accepting a peace agreement, etc., unless it is the official action of the team. Any player who takes such an action where it is not the official action of the team shall recuse him/herself from discussions of that current save, and from any further discussions that might involve information gained from the action taken, until that action is no longer relevant to the game. I'd say 5 to 10 turns is a good timeframe for most issues; but for example, moving a unit one direction and finding another civ, while the team goes the other direction and doesn't find them, could persist for a longer period of time than that in effecting your play of the game. The easy way to avoid this, is to have one turnplayer for any given turn, allow that turnplayer to play the save, and nobody else opens the save unless they take the precise actions of the turnplayer.
The item(s) in RED are questions that aren't clear, and are up for discussion. Italics are my comments and interpretations. Regular text are what was agreed on by the teams pre-game.
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