Posts: 738
Threads: 4
Joined: Dec 2010
Hmmm ... sort of retorical question ... for our lurkers : what I could do with this ( dangerous ) women ?
Posts: 614
Threads: 2
Joined: Oct 2005
Don't know what is allowed in this game, but what are you thinking of doing?
Mwin
Posts: 13,217
Threads: 25
Joined: Oct 2010
The only things you can do with that GSpy are settle, create a Scotland Yard, or start a golden age. No scouting or moving around outside your borders with it.
Posts: 738
Threads: 4
Joined: Dec 2010
MWIN Wrote:Don't know what is allowed in this game, but what are you thinking of doing?
Start a Golden Age ? Seems the most reasonable usage - no ?
On other hand - my wandering chariot spotted what seems to be Plako's knights-reunion ... probably for attacking LP ...
Posts: 738
Threads: 4
Joined: Dec 2010
Tried to connect to game this morning ... but didn't manage ... Mackoti - could you present sort of update ( and for our lurkers too ) ?
Posts: 3,978
Threads: 31
Joined: Feb 2010
Please someone remind me the rules , iF i want to declare war i do my moves in first 6 hours previous turn and i can declare in first 12 next turn or which wher the rules?
Posts: 2,852
Threads: 20
Joined: Feb 2011
I don't know where the original rules are, but WarriorKnight posted them in his thread:
Quote:Written assuming a 24 hour timer with 12 hour clock splits.
1) Settling Races: When settling in a disputed area, teams must wait 12 hours after moving a settler before the same unit can move again. You cannot move at the end of a turn, and then immediate re-move at the start of the next turn.
2) Declaring War: When initiating a new war, the attacker must declare war during the first 6 hours of the turn. Once 6 hours have passed, no new wars may be initiated by any teams. Upon declaring war, the attacker immediately takes the first 12 hours in a 12/12 hour timer split. Because these rules make it impossible to gain the element of surprise - the defender will always have a chance to play the second half of the turn - the attacker should make every reasonable effort to declare war at the very start of the turn, to avoid confusion.
The attacker must also move their units during the first 6 hours on the turn before declaring war, to avoid a double move.
3) Joining an Existing War: Teams joining an existing war on the attacker's side must take the same half of the clock timer, the first 12 hours. Teams joining an existing war on the defender's side must do the same, and take the second 12 hours. Teams must synchronize their turn with their respective side (first half attacker, second half defender) on the turn before declaring war.
4) Turn Actions during War: During their half of the timer split, teams can take all normal civ actions. Once the attacker(s) have all ended their turn, or after 12 hours have passed, their turn is over and the defender(s) turn begins. When it is not their turn in wartime, teams may log into the game, but cannot take any actions whatsoever. This includes moving units, whipping or drafting cities, changing research, changing builds or reassigning tiles in cities, promoting or upgrading units, adjusting espionage or the research/culture sliders, and conducting any diplomacy other than chatting (no gifting or trading units, gold, cities, etc.) Think of it this way: IT IS NOT YOUR TURN. Teams can watch what the other teams are doing, but that is all.
5) Gifting: Teams should act in good faith when gifting units, cities, techs, and/or gold to one another. Gifting and re-gifting back cities (to build a unique building) and units (for Heroic Epic purposes) is strictly prohibited. Gifting cities away as part of a peace treaty is allowable, but gifting cities away to third parties to prevent capture in war is forbidden.
6) Phony Wars: Phony wars instituted between teams for purposes of training Heroic Epic units or manipulating the clock timing rules are strictly forbidden. Don't be a jerk about this.
7) Fair Play: Teams should show good sportsmanship and act in good faith. Play to win, play to survive, and avoid moves that artificially unbalance the game.
Quote:2. No Nukes
3. No War Elephants or related UUs
6. No Pauses
11. No Spies/Missions
13. Settle or Golden Age all Great Spies
16. No Changing Builds/Research Late in Turn in Bad Faith/Consistently
17. The Heroic Epic and West Point can only be built once you have a qualifying unit that has always been yours, and if joined to a GG, the GG was one you spawned yourself
22. No diplomacy until players meet in-game
26. Map-trading at first contact
27. Ivory is Krill's decision (no 'Phants)
Posts: 2,313
Threads: 16
Joined: May 2010
1) Move in first six hours of turn prior to declaration.
2) Declare war in the first six hours of the turn.
3) Finish all moves in the first 12 hours of the turn.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
Posts: 3,978
Threads: 31
Joined: Feb 2010
Posts: 738
Threads: 4
Joined: Dec 2010
mackoti Wrote:Respected all that.
Did you declare war upon Luddite ??
Which turn is now ? NAP-timeframe was exhausted ?
Damn ... I really disconnected myself from this game ... shame on me ...
|