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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:18
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Finalized rules (seventh draft):
1) 16 players, two rounds, all four player games
2) Tiny pangea with 70% water, random civs (first round only)
3) Players in final round choose tribes in order of first round completion
4) Players organized by geography for fast play (modified by individual schedule variations)
5) Turn order in east-west progression with exceptions only for players who give specific availability variances
6) Games started by referee, first turn skipped
7) Each player has the option, once per game in the first round only, to call for a restart before the completion of their first turn
8) Replacements are allowed while game is still BC
9) Replacements will eventually be assigned according to speed and/or number of victories in ICR games, but until the first replacement round reaches completion, they will be chosen as best meets the situation
10) 24 hour 'play clock', actively enforced
11) All players expected to make simple 'sent' post in tracking thread each turn, preferably listing year played, except when technical problems interfere.
12) All turns to be played with version 1.22 until it is superceded by another stable upgrade which all players agree to adopt
13) There is to be no...
rule 13.
To clarify the issue of rules and exploits/ettiquette:
Everything listed under Tournament Laws is here to keep the whole tournament together and running smoothly. These will receive active attention from the moderator.
Everything in the Warrior Code is there for the convenience of the players. It is meant to be a starting point for them to refer to when deciding on 'house rules' for each game, and these items are not being actively enforced by a moderator. However, if a dispute arises that is not settled by the individuals in the game, the moderator's resolution will be based on the list and agreements stated in the game's tracking thread.
Last edited by Rommel2D on 27-11-2004 at 11:28
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:18
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[ Recently revised content in orange text ]
Regular and bold words give the basic exploit information and rules to prevent them. Red, underlined words are the specific exploits covered. Royalblue, italicized words are etiquette points mostly, meant to add to the game if agreed to, but not necessary to avoid the most damaging exploits.
Preamble
It is understood that everyone participating is doing so to enhance their enjoyment of the game and share this enjoyment with others. These rules are not designed to prohibit someone who does not play with the spirit of sportsmanship from gaining undue advantage, only the vigilance of the community can hope to accomplish this. The aim of these rules are to present a common ground from which a fair challnge is presented to all, subject to the intended random elements of the game.
Reloading
Reloading of the turn in an effort to gain better RNG results or reposition units according to newly aquired information is the most heinous abuse of the PBEM system. However, reloading a turn to correct manual errors is Ok, as long as no unexplored or fog-of-war tiles are revealed and no combat has taken place. Any instance of reloading should be reported in the tracker thread.
Definitions
'game turn'= sequence begun when first player in order starts turn and ended when last player clicks 'save & exit'
'production phase'= part of the individual's turn immediately after loading, lasting until player is free to select and move units. In the "it's not a bug, it's a feature" department, any time the map is blacked out, it is still the production phase. :-)
'Trade' = applies to tradeable resources only
1 Intertribal cooperation
1-1 Players shall not conspire to use irregularities of the game engine's turn sequence to gain extra use from units or resources. They shall not declare frivilous wars. Deals shall not be canceled on the same game turn as they are made unless due to a legitimate war. Resources intentionally removed from a trade network cannot be reconnected to that network on the same game turn. Players shall not make deals that include money they will not pay for.
1-1.1 Getting double-duty out of artillery and Workers
1-1.2 Sharing a Luxury or Strategic resource
1-1.3 Generating Leaders and Golden Ages by sacrificing cheap units
1-1.4 Declaring war for happiness
1-1.5 Inflation bug
2-0.2 Accepting a Peace Treaty from a civ then immediately declaring war
1-2 Players shall not exchange in-game information until they are represented on each other's foreign advisor's screen. They shall not exchange graphic map information before both have knowledge of Navigation. Players shall not coordinate military action unless an alliance is formally declared in the foreign advisor's screen. Players shall not make Mutual Protection Pacts or Trade Embargoes unless they are declared in the foreign advisor's screen.
a) In diplomacy without an embassy between the Tribes, a player may only offer technology already known by their Tribe. They may not offer or ask for unknown techs.
b) Players shall not make reference to specific distances or directions until both have knowledge of Map Making.
1-2.1 Exchanging map/minimap information before Navigation.
2. Intertribal conflicts
2-1 Players shall not rename units or cities to disguise the content of unit stacks or diplomatic offers.
2-2 Cities may be offered diplomatically only as part of a peace treaty.
2-2.1 Teleporting units by abandoning or gifting cities
3. The individual turn
3-1 Players may only use drop-down menus to make changes during the 'production phase'. They should not zoom to cities or advisor screens from the pop-up boxes.
3-1.1 Using F1 to change production during the 'production phase'
3-1.2 Using city screen's arrow keys to change production during the 'production phase'
3-2 Last player in turn sequence shall not use the GoTo command.
3-2.1 Using GoTo to get extra movement
4. Options
4-1 Naval chains are allowed unless players agree otherwise in advance.
4-1.1 Chaining naval transports to quickly move land units across water
4-2 There are 4 basic levels of combat reporting;
Level 0> Absent
No reporting whatsoever, unless the attacker feels like gloating.
Level 1> Passive
(The default level to be used unless there is a consensus to use one of the other levels.)
A summary of combat results is required to be sent to the defender if, and only if, they make a relevant inquiry soon afterward.
['soon' should allow for a few turns to realize a unit is missing, but could only be one turn cycle for simplicity if the attacker insists.]
Level 2> Active
A player making any attack must indicate to the defender that it has taken place and provide a brief summary of units involved, along with damage taken.
Level 2.5>
Same as level 2, except any unit moving into and out of another player's fog of war on the same turn must be reported.
Level 3> Intensive
A player making any attack must indicate to the defender that it has taken palce and provide a detailed account of each unit's location and resulting damage status.
Level 3.5>
Same as level 3, except any unit moving into and out of another player's fog of war on the same turn must be reported.
All information need only pass between the affected parties. Post it in the turn thread only if you wish and are allowed to broadcast results to the world
Last edited by Rommel2D on 04-03-2005 at 00:30
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:18
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I'd think the problem with that, Rommel, is simply that if this game makes it with 3 or more players to the industrial era - or almost any PBEM, but particularly a Tiny Pangea - there's something seriously wrong. Thus, you're not discussing *when* luxury embargoes are allowed, but *if*.
Of course, in a 4 player game, perhaps you want to disallow them, and the even more brutal MPP ... although a MPP is a vague concept, and I certainly can imagine in many of my PBEM games having what many would call a "MPP", consisting of a vague agreement to research together and work towards a common goal - not an alliance, and not *explicitly* an agreement towards common defense, but pretty darn close...
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:18
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The IC Warrior Code is not meant to be tailored to any specific game in the Tournament. If this makes it to the industrial age, I'd say there would be something seriously right with the game- the players would have to be well matched and play well. Of course, the format is set up to encourage a quick outcome. If they make it they make it, if not they don't.
I think Coliseum C was a great testament to how this should work. There were a series of loose alliances and diplomatic misunderstandings, but the AARs had a 'flavor' that made it seem very entertaining. It had all sorts of the stuff- blackmail, lies, betrayal, tactical errors, willy-nilly treaties- that makes PBEMs fun beyond the basic building routine. As far as I can tell it was all within the constraints of the Code (ICe/e) we laid out before the game.
I think the game is more enjoyable when there are clear, simple guidelines to follow; ie adhere to the SP mechanics as closely as possible. MPPs, trade embargoes and map trading would be fun to have in more PBEM games, but the best solution would be an MP mod that moves these items up in the tech tree, not to bypass the diplomacy mechanics via email.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:18
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A: yes to all 1-2 parts
B: yes to ship chaining
C: level 3
Best times to play:
2pm - 10pm GMT: can play any number of turns immediately upon receipt.
10pm - 3am GMT: can play one turn, but usually not immediately.
Last edited by alexman on 07-12-2004 at 00:08
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Moonbars

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Glasgow
Aug 2002 time: 05:18
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quote: Originally posted by Rommel2D
All players must first post here stating preference on:
A- Including the 1-2 options form the IC Warrior Code
B- Allowing ship chaining
C- Preferred level of combat reporting
***
"Players shall not coordinate military action unless an alliance is formally declared in the foreign advisor's screen. Players shall not make Mutual Protection Pacts or Trade Embargoes unless they are declared in the foreign advisor's screen."
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In Col C (it says Col B in my victory post, BTW) we never declared those alliances against sabre in the game (we all had emabssies, by the by) we just declared them in the thread. I have an issue with the diplo restrications - it is just too hard to enfoce, and hard to define. Sabre got too strong. We took him down. France got to strong, the other two tried to take me down. they declared a MPP in the thread, they never had one in the game. It was all good.
Good on ship chaining.
Level 2 combat reporting.
Availablility:
6:30 - 9am
5:30 - 12pm
please note I work shifts, so sometimes I'll be up at 6:30 and leaving for work at 7, and some times I'll be up at 8:30, etc. I need the save in my inbox at the start of those times to garantee I can play twice a day. It is looking pretty good for some Quick-Fire!! I am also off work all mondays until january, so if you guys can manage some time, we can blitz the start.
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:18
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quote: Originally posted by Moonbars
In Col C (it says Col B in my victory post, BTW) [fixed, sorry] we never declared those alliances against sabre in the game (we all had emabssies, by the by) we just declared them in the thread. I have an issue with the diplo restrications - it is just too hard to enfoce, and hard to define. Sabre got too strong. We took him down. France got to strong, the other two tried to take me down. they declared a MPP in the thread, they never had one in the game. |
Nothing in the IC Warrior Code except maybe 2-1 and 3-2 can actually be enforced. The idea behind calling it 'etiquette' or a 'code' is that while these ideas may be put before you by your peers, how well you adhere to them is basically between you and any 'higher powers' you have in your life.
As for defining the restrictions- an Alliance involving "coordinat[ed] military action" means mentioning numbers, directions, city names, dates associated with troop actions, anything of that sort. If two tribes happen to decide to declare war on a clear mutual threat, that's something else. In a similar vein, as we discovered, Trade Embargoes only apply to resources and luxuries- not technology or gold.
To me "difficult" in PBEM is making no-retrade deals and trying to keep track of these various techs and timeframes from week-to-week while going 24 hours or more between each turn. Diplomacy restrictions actually make the games easier, since diplomatic status is tracked through the F4 screen. I think people who make the claim these restriction make the game more difficult just don't want to be told what to do in any way, but are afraid to admit it. 
The restrictions you quote were removed as options and made mandatory because they have a direct impact on game mechanics, namely War Weariness. The basic notion is that the player is not an absolute dictator of every aspect of their Civ. Formal alliances and conflicts that involve any depth of information exchange and cooperation affect many strata of a society, and the mood of the citizens affected by this has just as much affect on the game as how many luxuries the player aquires. Bypassing this aspect of the game can affect the outcome and could amount to cheating.
I'd like to reread your thread and ask about in-game actions to see just what it is you're calling Alliances and MPPs...
I know Paddy the Scot. I've played with Paddy the Scot. You, my friend, are no Paddy the Scot! 
Last edited by Rommel2D on 07-12-2004 at 13:12
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