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rah
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Apolyton Prince of Moderators, Master of Reason
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Lord of the Ferrets
Jan 1970 time: 23:12
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For those that don't know. RAH rules besides what ming listed are as follows.
2x pro
1x move
Raging hordes
Small map that increases in size the more players involved
Deity
No City Bribe
Bribe units fine
No wonder trading
No Teleporting Caravans (giving them to another so an instant trade route is set up)
Items that Ming Missed:
No AIs
No time limits. (we just stop playing with the real slow players)
No alliances or tech trading (other gentleman agreements like trade treaties, tech stealing treaties are allowed but broken at will)
Worlds as small as 39x42;
Large land masses, continents.
Chat from start.
No simul (maybe in the future if a concensus can be reached on contact and conflict)
Restart when host gets techs.
On a disconnect, we try not to penalize the player dropped. (sometimes that is hard based on the last save)
No rules.txt modifications.
And my favorited with the group we play with, (NO HARD FEELINGS)
i.e. The other night War4 found my second city the turn after I settled it. He destroyed it with a chariot. Losing the second city that early makes for a long game.
There was no threatening or suicide charges or pledges of eternal hatred or no claiming that i had no chance to win so i was quiting. (a little whining maybe )
IT'S a game, and getting beat is part of it.
One final note: They are not called RAH rules because I made them up. They have just evolved over time with the group that we play with. The only reason they are called that is because in the early day's i had the fastest machine and a cable modem, therefore, I usually hosted. And they know the name annoys me . I also like to think people trust me enough to let me host.
RAH
I'd be willing to call them something else.
How about Ferret Rules? 
If i've forgotten any, please feel free to remind me.
<font size=1 face=Arial color=444444>[This message has been edited by rah (edited March 12, 2001).]</font>
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sekong
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src=/forums/"/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by rah on 03-12-2001 08:53 AM</font>
For those that don't know. RAH rules besides what ming listed are as follows.
2x pro
1x move
Raging hordes
Small map that increases in size the more players involved
Deity
No City Bribe
Bribe units fine
No wonder trading
<img src=/forums/"/images/blue1.gif" width=100% height=1></font></td></tr></table></center>
What's this no wonder trading?
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Crustacian
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of Idaho PST
Jul 1999 time: 21:12
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Crustacian likes a 1x1x game best with most any settings.
My favourite has always been:
1x1x
No AI's
Deity
Raging
Huts
Wonders
Bribes
Maps in wet, warm, varied terrain for diversity in special resources & appropriate size for # of players, archipelago.
No wonder & caravan trading
The standard full meal deal.
For some time it has been interesting and fun for me to mess around in an attempt to develop a game with as equal as possible settings just for an option. Building on others ideas that leaned in this direction, and adding a few of my own and from others...
A Pluel is a more than 2 player equal setting, non co operating duel like game. And by no means limited to a bloodlust game that many duels become. It can be played on ANY SETTING OR MAP you want but is considered "an individual effort game". It is about the opposite of a diplo game I figure.
Things like:
AN ABSOLUTELY EQUAL MAP with equal land size, specials, starting location and so on. Even with hidden equal specials for the extra strategy of developing them.
NO HUTS
NO BRIBES, NO STEALING, NO TRADING ANYTHING, NO TECH ON CITY CAPTURE, TRADE ROUTES WITH OWN CIV ONLY
APOLLOS & MANHATTENS ONLY WONDERS OR NONE
KING TO DEITY for extra variations of strategy options
This type of game idea can be used in any setting really, but those were ones I am working with. The map needs to be reduced to a smaller size like medium for four players tho.
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agharta
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Fredericton, New Brunswick, Canada
Dec 2000 time: 05:12
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src=/forums/"/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by Crustacian on 03-11-2001 10:43 AM</font>
Is that not what arguments over which style of play are more true boil down to?
2x and 1x
micromanaging and not
wonders or no, or some
huts or not
And what about simultaneous play?!?!
Are these not only choices available to us by the designers to choose from in hopes of creating a game that is more enjoyable to our individual tastes?
Even cheating if you will, can be a fair game among those who have an equal shot at the possibilities.
Now I defenately have favorite settings, but it is fun for me to try other ones and explore further those that seem interesting.
Even the OCC is something I KNOW I could learn a great deal from.
Anyway it gripes me when players put down other styles of play.
I do not usually re arrange my city workers each time a caravan dumps off frieght to inhance the gold/science bonus. But others do. It is not pointless as some have claimes and the benifits are documented. But it is an example of things which can be agreed on in the beginning of a game. I enjoy playing with a couple micro managers and in those cases the long turns are worth the wait for me.
Most of the time even when I had time, I prefer shorter turned "faster" moving games at the expense of "wasted" shields and whatever. But those who do not are not justified to call faster paced playersw speed freaks just because they prefer a differant setting.
Just be honest about your preferances and find others who agree on them and HAVE FUN!!
What do you say?
<img src=/forums/"/images/blue1.gif" width=100% height=1></font></td></tr></table></center>
read the threads "a game to FINISH" and "Realistic Settings: The Debate"
before you blather ... i really dont feel like rehashing the anti-relativist argument for those who do not read.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:12
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my favorite setings (but will play almost anything if i can find people who wont quit) are
2x prod
1x move
definitely no simul (the only rule i insist on)
deity
no timer (gentlemans agreement not to spend forever on every move)
if 3 or less players humans civs = ai civs, 4 or more players no ai
no bribing human cities or units
no wonder or caravan trading
world size depends on number of players and how long u want to play
i think thats about it
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