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Kloreep

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of the pillow
Jun 2002 time: 00:35
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First of four duplicate threads copying from the UN. Discuss & vote. 
quote: Originally posted by FortyJ
This section deals with the concept of joining forces through gifting cities or otherwise acting unfairly to create an advantage over another team.
The current version of the rules actually has a typographical error in it that should be corrected, but there have also been some other suggestions to fine tune this section of the rules slightly from both GCA and APO.
The Current Rules
quote: 1.8 - Enjoining Teams
Description: No team or individual is permitted to barter, gift, or otherwise trade multiple cities with the intent of joining teams to destroy another team and keep both teams alive to survive to the end. If a team decides to drop out however, they are allowed to change
Definition: A team trading multiple cities in a short period of time, in order to allow one team anything for any location or contact information before allowed in-game.
Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing contact and location information to be traded before they are allowed in-game.
Verdict: Using this exploit or any other exploit that allows any contact or location information trading before the tech is discovered through any means is a violation of this rule.
Punishment Level: Once – Orange (1-5 Turns and/or Cities), Repeat Offense - Red (5+ turns, Double cities given, and possible ejection, suspension, or expulsion).
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Enjoining Teams Proposal 1
quote: 1.8 Enjoining Teams
Description: No team or individual is permitted to barter, gift, or otherwise trade multiple cities with the intent of joining teams to destroy another team and keep both teams alive to survive to the end. If a team decides to drop out however, its players are allowed to change teams as permitted under Section 0.3.
Definition: A team trading one or more cities to another team for the purpose of either granting that team an advantage (premature contact with another civ, map information, etc.), or denying an aggressor the right of conquest.
Trading and or gifiting cities is permitted, but each transaction shall be reviewed by the administrators of the game. If a specific transaction is considered to be in violation of the spirit of this law, then the traded/gifted cities may be forcibly returned to their original owner(s) or simply abandoned at the sole discretion of the administrators.
Purpose: To prevent the use of outside game elements to break the spirit of the game by allowing contact and location information to be traded before they are allowed in-game or to unfairly prevent a conquering civ from taking your cities.
Verdict: Using this exploit or any other exploit that allows any contact or location information trading before the tech is discovered through any means is a violation of this rule.
Punishment Level: Once – Orange (1-5 Turns and/or Cities), Repeat Offense - Red (5+ turns, Double cities given, and possible ejection, suspension, or expulsion).
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Summary of Changes
- Corrected the typographical error at the end of the first paragraph.
- Added the stipulation "as permitted under Section 0.3" (according to the newly proposed format of Section 0) to ensure that any changing of teams is done in a manner consistent with the rules set forth in that section. If changing teams is forbidden (as is being discussed in another thread), then this statement can be stricken from this rule.
- Attempted to clarify the definition of the rule.
- Added the clause declaring all city transactions (either by trade or gift) subject to administrator review and the potential for reversal or abandonment of the cities involved in an illegal city transaction.
There were a few varied proposals for how to handle this section of the rules. One one hand there was a suggestion to restrict the number of cities any team could gift or trade to another civ in a given amount of time. I felt this to be too restrictive and possibly detrimental to the game experience. (For example, two civs might decide to trade 2 or 3 cities each for any number of reasons, but such a rule would prevent that.)
In the end, I felt it best to simply declare that all city transactions are subject to review and that no team can gift or trade cities to another civ to prevent them from being captured by an aggressor or to give another team access to information it would not otherwise be entitled to (map info, contact info, etc.). Granting the admins the power to reverse the transaction and/or forciby abandon those cities seems to be a fair and just recourse for handling these situations as well. Of course, repeat offenders and/or particularly aggregious offenses may be subject to additional penalties as well. |
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