Full final Ruleset as decuded apon taken from the Fist page:
Sullla Wrote: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.
Sullla essentially summarizes the rules thusly:
* When you attack, you have to do it at the start of a turn, and take the first 12 hour half of the timer split.
* You have to join your allies' time split when entering a pre-existing war.
* You can't change anything when it isn't "your half" of the turn split.
Everything else is just written to try and avoid cheese play: no cheesing with city/gold gifts, no phony wars for clock manipulation, no cheesing with settler double moves, etc. The main criticism from our earlier round of comments was that this system slightly disfavored the attacker, which I agree that it does. However, because we can't create a round of production in the middle of the turn, someone has to be disadvantaged, and if we have to choose between attacker and defender, I say it makes more sense from a gameplay perspective to give the first half of the turn to the attacker. The effects should be pretty minor though on the whole.
Advantages to this ruleset as opposed to Pitboss 1-3 games:
+ No double move sucker-punch attacks.
+ No incentive to run down the clock/other timer manipulations.
+ Cannot whip/draft/change builds on other person's half of the turn (removes incentive/need for more clock games).
+ Removes cheese play elements.
+ Relatively simple system to understand (a major problem with other rulesets).
Tradeoff is that it makes it slightly more difficult to attack on the initiation of wars.
DECIDED RULES
DECIDED RULES
1. No Tech Trading
2. No Nukes
3. No War Elephants or related UUs
4. 24-Hour Turn Timer
5. Unrestricted Leaders
6. Limited (1-5 per Civ) or No Pauses
7. Amount of Land/Water Up to Mapmaker
8. No AI Takeover
9. No Duplicate Civ/Leaders
10. No Huts
11. No Spies/Missions
12. No Random Events
13. Settle or Golden Age all Great Spies
14. No Permanent Alliances
15. No Vassal States
16. No Changing Builds/Research Late in Turn in Bad Faith/Consistently
17. Heroic Epic Unit Must Be Produced By Own Civ
18. Snake Pick
19. Default Starting Units
20. Normal speed
21. Map-wrap is map-maker decision
22. Monarch difficulty
23. No diplomacy until players meet in-game
24. 9-10 teams
25. Tatan's Leader/Civ Ban List (plus HC & Vicky) in play
26. No Barbarians
27. Map-trading at first contact
28. Ivory is Krill's decision (no 'Phants)
29. No Pauses
30. Cylindrical World Wrap