Placeholder For Reference
Game Rules and Settings:
Host: Caledorn
Admin: BRickAstley (and a sub-admin or two TBD for if I'm not immediately available).
Map maker: German Joey & BRickAstley
Starting date: When the map and picks are done.
Mod: RBmod's latest version. Krill will be posting a cumulative changelog, which I will add the link to here when it's ready.
Leaders/civs: 'PB13' Method - Random roll - Players have 2 chances to pass - Can't pass 3rd roll. All passed leaders/civs come back to rerolling rounds.
Difficulty: Monarch
Speed: Normal
Vassals: off
TT: off
Map Trading: off
Huts: off
Events: off
Barbs: on
Espionage: on (only passive)
Diplomacy: "Pitboss-AI-diplo"
You can make any offers for any item the trade window allows you to make.
Any trades offered to another player are treated as valid trade offers.
You my not communicate using: chat box in diplomacy window, unit names, city names, outside communication, in game chat, anything else in this vein.
You may not gift units to another player.
City trades are now disabled by the mod (city names still visible).
Double moves: "Don't be a jerk."
Peace time or when you're not planning to start war: play as soon as you are able, no need to worry.
During war preparation turn (at least 1 turn before) and during war, double moves are not allowed. When you declare on your opponent (and then end turn), he must complete a turn before you can play another one.
When going to settle a city, and you see that another player has sent out a settler in the general vicinity as well, you must attempt to alternate turns, to avoid double moving someone to claim a city site.
If there is a situation not covered above, where a player gains a clear and 'underhanded' advantage over another player in an area of contention due to a double move, that situation can be appealed to the game admin, who can determine if the game needs to be reloaded or is fine to carry on at his discretion.
If there is a problem with play windows making it impossible to observe a turn split, or a tangled web of wars that need to be straightened out for turns to be practically played, please PM the game admin for assistance resolving the situation.
Other:
This version of the mod disables city trades. Cities are still viewable in the diplomacy window, but are 'redded' out as in single player games, and are therefore unable to be selected into the active trade window.
Turns, at least in the first 100+, will be played within a 26 hour period. Anything not played will be covered ideally by a roving sub, either set up beforehand or just taken over. If you and the lurker-helpers miss, you miss. If you think you might have time of possible missing turns, please leave plans in your game thread. This is necessary to keep the game moving, because with such a large roster, pausing for everyone will kill the game.
PASSWORD IS 'herewego'
Game Rules and Settings:
Host: Caledorn
Admin: BRickAstley (and a sub-admin or two TBD for if I'm not immediately available).
Map maker: German Joey & BRickAstley
Starting date: When the map and picks are done.
Mod: RBmod's latest version. Krill will be posting a cumulative changelog, which I will add the link to here when it's ready.
Leaders/civs: 'PB13' Method - Random roll - Players have 2 chances to pass - Can't pass 3rd roll. All passed leaders/civs come back to rerolling rounds.
Difficulty: Monarch
Speed: Normal
Vassals: off
TT: off
Map Trading: off
Huts: off
Events: off
Barbs: on
Espionage: on (only passive)
Diplomacy: "Pitboss-AI-diplo"
You can make any offers for any item the trade window allows you to make.
Any trades offered to another player are treated as valid trade offers.
You my not communicate using: chat box in diplomacy window, unit names, city names, outside communication, in game chat, anything else in this vein.
You may not gift units to another player.
City trades are now disabled by the mod (city names still visible).
Double moves: "Don't be a jerk."
Peace time or when you're not planning to start war: play as soon as you are able, no need to worry.
During war preparation turn (at least 1 turn before) and during war, double moves are not allowed. When you declare on your opponent (and then end turn), he must complete a turn before you can play another one.
When going to settle a city, and you see that another player has sent out a settler in the general vicinity as well, you must attempt to alternate turns, to avoid double moving someone to claim a city site.
If there is a situation not covered above, where a player gains a clear and 'underhanded' advantage over another player in an area of contention due to a double move, that situation can be appealed to the game admin, who can determine if the game needs to be reloaded or is fine to carry on at his discretion.
If there is a problem with play windows making it impossible to observe a turn split, or a tangled web of wars that need to be straightened out for turns to be practically played, please PM the game admin for assistance resolving the situation.
Other:
This version of the mod disables city trades. Cities are still viewable in the diplomacy window, but are 'redded' out as in single player games, and are therefore unable to be selected into the active trade window.
Turns, at least in the first 100+, will be played within a 26 hour period. Anything not played will be covered ideally by a roving sub, either set up beforehand or just taken over. If you and the lurker-helpers miss, you miss. If you think you might have time of possible missing turns, please leave plans in your game thread. This is necessary to keep the game moving, because with such a large roster, pausing for everyone will kill the game.
PASSWORD IS 'herewego'