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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:26
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Civ3 InterSite DemoGame (ISDG)
The Civ3 InterSite DemoGame is a PBEM game played by teams representing various internet sites focused on the strategy games and especially on Civ3.
Timing issues
The game started on February, 19th, 2003. There are eight teams playing, each of them allowed to use up to 24 hours to play the turn. However, to keep the game from being too slow (1 turn per week would be too long for the game to be any fun), there was an agreement made that binds all the teams to play their turns within 4 hours on average, while granting them "green hours" to sleep, eat etc. The timecounter keeping track of the remaining/accumulated turn time is here). The goal is to have a full turn played in 1-2 days.
Outgame high-level interteam discussions are held at the United Nations Forum @ 1BigCommunity.com. Note, please, that you are not supposed to take part in that discussion. BetaHound is Apolyton's only representative to that forum and as such the only one authorized to speak for us there (except the Consuls).
Note: the key to the smooth progress of the game is planning ahead, so whenever the savegame gets to our team, our players (Consuls) shall know what we want to play. In case of an unexpected emergency, it is ok to sit on the save for up to 24 hours, but unless there is something really unexpected to respond to, we will always try to play our turn as soon as possible.
ISDG Settings
as posted by BetaHound here
PtW Version: 1.14f
World Size: Standard
Barbarians: Restless
Landmass: Continents (the middle setting)
Climate: Normal
Temperature: Temperate
Age: 4 Billion
Civilizations: 8 Human Teams, no AIs
Rules: Default, except No Culturally Linked Starting Locations
(Standard Victory Conditions ON)
(Culturally Linked Start Loc. OFF)
(Preserve Random Seed ON)
(Accelerated Production OFF)
(New Victory Conditions OFF)
(Allow Cultural Conversions ON)
Difficulty: Regent
NO outgame interteam contact allowed before making ingame contact
NO minimap trades allowed until ingame contact established and Map Making discovered
NO outgame spying allowed
Teams took the following pledge, promising not to cheat, spy, play ahead, and behave in any other manner naturally considered dishonest. BetaHound took the pledge on our behalf.
The game was set up by mongoose201 from 1BigCommunity.com (their team officially withdrew from the game, so one of them set the game up for others). mongoose201 commented on the custom generated map: "BTW, I have generated the map and started the civ changes. From the looks of the map, this is going to be fun.
The "save sent" thread is maintained at 1BC, too. mongoose201 is maintaining an archive of all saves, asking to always cc to intersitepbem@mongoose201.com.
Teams
in the order of play

Gamecatcher.net
http://www.gamecatcher.net
savegames sent to: GCteam@gamecatcher.net
Civilization: India
Civilization Name: Gamecatcher Alliance (GCA)
Colour: Black
Civ Traits: Commercial, Religious
Starting Techs: Alphabet, Ceremonial Burial
Unique Unit: War Elephant (4/3/2, 70 shields, no resource needed, replaces Knight)

Firaxis
http://www.firaxis.com
Civilization: Egypt
Civilization Name: Firaxis
Colour: Yellow
Civ Traits: Industrious, Religious
Starting Techs: Ceremonial Burial, Masonry
Unique Unit: War Chariot (2/1/2, 20 shields, replaces Chariot)

Creative Design Group (CDG)
http://www.cdgroup.org/forums/tbs/civ3
savegames sent to: Kentonio@cdgroup.org
Civilization: Persia
Civilization Name: Elucidia
Colour: Persian Blue (Dark Cyan)
Civ Traits: Industrious, Scientific
Starting Techs: Bronze Working, Masonry
Unique Unit: Persian Immortal (4/2/1, 30 shields, replaces Swordsman)

Civilization Gaming Network (CGN)
http://www.civgaming.net
savegames sent to: cgndemoteam@miccofl.net
Civilization: Ottomans
Civilization Name: Netatolia
Colour: Light Green
Premier: miccofl
Civ Traits: Industrious, Scientific
Starting Techs: Bronze Working, Masonry
Unique Unit: Sipahi (8/3/3, 100 shields, replaces Cavalry)

Apolyton Civilization Site
http://www.apolyton.net
savegames sent to: vondrack@jimaz.cz, notyoueither@hotmail.com
Civilization: Carthage
Civilization Name: Apolyton
Colour: Spanish Light Blue (the secondary Spanish colour)
Consuls: MrWhereItsAt, notyoueither, vondrack
Civ Traits: Commercial, Industrious
Starting Techs: Alphabet, Masonry
Unique Unit: Numidian Mercenary (2/3/1, 30 shields, replaces Spearman)

CivFanatics Center (CFC)
http://www.civfanatics.com
savegames sent to: msdg@civfanatics.net
Civilization: China
Civilization Name: Fanatikou
Colour: Red
Civ Traits: Industrious, Militaristic
Starting Techs: Masonry, Warrior Code
Unique Unit: Rider (4/3/3, 70 shields, replaces Knight)

Civilization Webring Forum
http://www.civ2-forum.gamigo.de
savegames sent to: borc@cylusion.com, darekill@gmx.de, team-webring@gmx.net
Civilization: Arabia
Civilization Name: German Webring Team (GWT)
Colour: Blue
Civ Traits: Expansionist, Religious
Starting Techs: Ceremonial Burial, Pottery
Unique Unit: Ansar Warrior (4/2/3, 60 shields, replaces Knight)

thegrenouille.com
http://www.thegrenouille.com/~forum
savegames sent to: sebwautelet@yahoo.fr
Civilization: France
Civilization Name: Grenouille Team
Colour: Dark Green
Civ Traits: Commercial, Industrious
Starting Techs: Alphabet, Masonry
Unique Unit: Musketeer (3/4/1, 60 shields, replaces Musketman)
Apolyton ISDG Team
The Apolyton ISDG Team is governed by a Constitution.
The team is lead by three Consuls, nominated in this thread and elected few days later (elections organized in this thread). The ballots were PMed to Togas, who made the results public available here.
The currently serving Consuls are (alphabetically):
Arnelos
Kloreep
Master Zen
Civilization Customization
Civilization: Carthage
(Leader) Name: Markos
Formal (Name): Apolyton
Adjective: Apolytonian
Title: Emperor
Colour: Spanish Light/Pale Blue
Last edited by Arnelos on 19-06-2004 at 06:39
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:26
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The ISDG Chatroom
The ISDG Chatroom is the place where various discussions and turnchats take place. Usually, at least one of the Consuls (often more) is at least lurking in there, so anything you say in the chatroom is likely to be read - if not immediately, then later on.
In order to make our ISDG chatroom as secure as possible, preventing outsiders from getting in under a faked nickname, it was set to allow only explicitly listed, registered nicknames in. This is necessary, as a simple password-protected chatroom allows anyone knowing the password in - and that can, at times, be dangerous. The way we have our room secured now, does not require any passwords, but requires you to be yourself (or, identify as being yourself) when trying to enter. This way, we can't have any intruders breaking in, unless they hack the Poly IRC server itself.
Here is a quick guide for those who are not familiar with the IRC stuff:
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Temporary chat
Due to issues with the Apolyton IRC chat (not everyone can reliably get there and due to frequent crashes), the ISDG chatroom will be set up temporarily on#ApolytonISDG on the IRC channel undernet when Apolyton's IRC Server is down.
Registering is not required to join this chatroom, as there is a password you need to specify before you will be allowed entry. Do not reveal this password to anyone outside of this forum. If you inadvertently do so, please inform one of the Consuls immediately.
The password for this channel is bigpower
Once you are connected to undernet,
- close the screen that opens asking you to join a room
- type /join #apolytonISDG bigpower
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Registering your nick
- join the Apolyton IRC chat under your desired nickname (try sticking to your regular Poly nick, please)
- type /msg NickServ REGISTER password your_email
Note:choose a strong, difficult to guess password (like 8t7ewy$ ) and do remember it well! Keep in mind that case matters: FIDO, Fido, and fido are three different passwords!
- you shall then receive an authorization code from the Apolyton IRC server to your email account (specified in the REGISTER command) in no time - just check your email account without actually leaving the chat.
- look into the authorization email, you will find the following line there: /msg NickServ AUTH nine_digit_code - type it in the chat window
- you should get a confirmation that your nickname has been successfully registered to you; next time you join the chat under your registered nickname, you will need to specify your password using the following command: /msg NickServ IDENTIFY password
- strengthen you security setting by using /msg NickServ set secure ON and /msg NickServ set kill ON
Note: for more information about NickServ, type /msg NickServ help. It would be fine to type /msg NickServ help commands in order to familiarize yourself with some of the commands, in case you'll ever need to use them.
Gaining access to the ApolytonISDG room
Once registered, post a brief message in the Secure Apolyton ISDG Chatroom thread, stating your registered nickname. An operator of the ApolytonISDG channel will add your nick to the list of those allowed to enter the chatroom. You will then be able to join by using simply /join #ApolytonISDG.
BEWARE! Do not try to enter the secure chatroom under any unregistered (temporary) nick or prior to IDENTIFYing yourself, or you will cause a ban to be issued upon your address. You would then be unable to enter even under the correct registered nick. If this happens, PM vondrack or Shiber, asking the ban to be removed.
Keeping your registration in effect
Keep in mind that registered nicknames not used for 30 days will be automatically "unregistered" and become available to everybody again... join the chat at least once a month to keep your registration in effect.
Automating your login
As it can be a pain in the neck to IDENTIFY every time you log on to the Poly IRC, here is what you need to do, if you are using mIRC (sorry, guys, those of you using the Java applet will have to IDENTIFY manually every time - no way to make this automated for you ):
- Launch mIRC.
- Select File, Options.
- Expand the Connect branch.
- Select Perform.
- Set Enable perform on connect on.
- Put /msg NickServ IDENTIFY your_password into the edit field.
- Hit OK.
- Select Options.
- Set Reconnect on disconnection to off.
Note: steps 8. and 9. are not necessary, but will help you avoid having your mIRC to attempt reconnecting automatically under a temporary nick, triggering an autoban being issued upon your address (say, you went to bed and changed your nick to Myself|asleep... if you got diconnected accidentally, mIRC would try reconnecting under your unregistered "asleep" nick, which would be kicked out of the room immediately, with an autoban raised at the same time). Killing your ghost
If your computer crashes or you get disconnected from internet in an ungraceful way, a "ghost session" of yours may remain registered with the IRC server for some time, preventing you from reconnecting under your registered nick. If that happens, use the following procedure command to kill your ghost:
- connect to the IRC server under a temporary nickname, like temp_nickname
- use /msg NickServ GHOST nickname password to "kill" your ghost session
- use /nick nickname to change your nick to the desired one
- then identify as usually: /msg NickServ IDENTIFY password
Last edited by BigFree on 31-08-2003 at 05:09
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:26
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The Constitution
The Constitution of Apolyton has been ratified here.
The Constitution of Apolyton has been first amended here.
The Constitution of Apolyton has been amended for the second time here.
The Constitution of Apolyton has been amended for the third time here this amendment adds the provision of monthly elections for a Consular seat
The Constitution of Apolyton has been amended for the fourth time here this amendment changes the election period from 48 hours to 72 hours.
The Constitution of Apolyton has been amended for the fifth time here this amendment sets different guidelines for official polls.
The following is the up most to date version, currently in effect:
A. The Consuls
- Three Citizens shall be elected as Consuls.
a. Initial elections will occur upon ratification of this Constitution.
b. There will be an opportunity to nominate the Consuls, and then an election, where the 3 people with the most manual ballots are chosen as Consuls.
c. Each month, one of the three Consul positions shall come up for election.
d. Consul positions which have never undergone scheduled elections shall undergo scheduled elections once per month in order of the tenure of the position's occupant until all Consul positions have undergone scheduled elections.
e. Once all Consul positions have undergone scheduled elections, the Consul position up for election each month shall be the one which has gone 3 months since its last scheduled election.
f. Any citizen who is not holding another Consul position may become a candidate.
g. Candidates for scheduled Consular elections must announce their candidacy by the 4th day of the month.
h. Scheduled Consular elections will be held for 72 hours starting on the 7th of the month.
i. If a single candidate obtains a majority of votes in the first vote, he will be the new Consul.
j. If no candidate achieves a majority of the votes, then a second vote will immediatley be held for 48 hours between the two leading candidates of the first vote. If a tie on the first vote prevents only two candidates from being chosen for the second vote, then any ties will be broken by a vote of the the other Consuls and the three ministers until there are only two leading candidates available for the second vote.
k. If there is a tie vote and only two candidates have received votes, the current holder of the Consul office will break the tie.
l. If a Change of Command (CoC) is successfully exercised against a sitting Consul, the citizen who becomes Consul will fill that Consul position until the next scheduled election for the position rather than receiving his own 3-month term from the date of the CoC.
The Consuls have the authority to play the game.
The Consuls have the authority to make final game decisions, but must act within the boundaries of the law.
The Consuls should follow legal minister orders unless forced by unforseen circumstances.
One Consul shall be appointed President.
The Consuls have the power to rule on senatorial disputes in a manner they see fit.
Consuls may only be removed from office by a vote of No-Confidence.
The Consuls appoint Ministers.
A Consul may appoint a replacement Consul for himself for up to a two week period of time so that vacations and other such short term absences won't interupt the game. Before the absence the Consul shall start a thread naming a replacement and the replacement shall accept before it is considered official. Upon returning from the absence, the Consul needs only to post that he has returned and state that he is relieving the replacement of his duties in order to reclaim the Consulship. The replacement Consul has all powers and responsibilities of a regular Consul except that he may not call a CoC on himself nor may any other team member call a CoC on the replacement.
B. The President
- The President leads the Consuls.
- The President shall act as an official spokesperson for the Consuls.
- The President will be chosen by agreement of the Consuls, in a manner they see fit.
C. Minister of Defense
- One Citizen shall be appointed as Minister of Defense.
- The Minister of Defense advises on the movement and engagement of combat and scouting units.
- The Minister of Defense advises on the upgrading of units.
D. Minister of the Interior
- One Citizen shall be appointed as Minister of the Interior.
- The Minister of the Interior advises on the movement and usage of all workers and settlers.
- The Minister of the Interior advises on the Science and Luxury Sliders, the treasury, and the direction of science research.
- The Minister of the Interior advises on the management of all city citizens.
- The Minister of the Interior may draw boundaries and regions within the nation and appoint governors over those regions.
- The Minister of the Interior advises on the management of all city build queues, including the rushing of projects.
- The Minister of the Interior may create or alter any system for naming all cities, provinces, geographic features, and so forth.
E. Minister of Foreign Affairs
- One Citizen shall be appointed as Minister of Foreign Affairs.
- The Minister of Foreign Affairs gives lead to diplomatic affairs with other nations. He may appoint ambassadors to assist him.
- The Minister of Foreign Affairs advises on the establishment of Embassies.
- The Minister of Foreign Affairs advises on Espionage affairs.
- The Minister of Foreign Affairs advises on the engagements of Treaties with other nations.
F. Minister of Information
- One Citizen shall be appointed as Minister of Information.
- The Minister of Information is responsible for the timely availability of game-related information to the People.
G. Senatorial Procedure
- All members of the team who are not Consuls are Senators.
- The Senate has the power to create law, which the Consuls must follow.
a. A Bill must be proposed by a Senator, and clearly state the purpose in the first post, and have the following options for a poll: yea or nay.
b. The Bill must be passed by a simple majority, 50% plus 1, to become a law.
c. All bills must be open for at least 48 hours.
- The Senate has the power to take a proposal for Change of Command (CoC).
a. Any Senator may proclaim a Change of Command proposal on an elected official.
b. The Senator must state the elected official he is intending to remove from office in the first post - this is called the 'initial proposal'.
c. During 48 hours after the initial proposal, any number of candidates may apply for the job. The Senator himself may or may not apply.
d. After the first 48 hours, but within 72 hours, the Senator must organize a vote - this is called the 'replacement proposal'. If this vote is not organized within this time, the CoC is nulled.
e. The replacement proposal vote must be open for 72 hours.
f. The replacement proposal vote must include all candidates, plus the person who was the subject of the initial proposal, unless this person indicates otherwise.
g. The CoC vote shall be done with a preferential ballot. The person with the highest outcome wins the election.
h. An elected official may only propose a Change of Command vote on himself, and not on another one.
i. Any elected official may not be the subject of a CoC for five turns after his election.
Last edited by Master Zen on 27-06-2004 at 21:52
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:26
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Beta took the following pledge on behalf of our ISDG team:
quote: Originally posted by Beta
PTW Intersite Democracy Game Pledge
As the leader and representative of my team, I give you, the other leaders and team members in the game, the following promise:
I, and my team, hereby promise that we will fully abide by the rules and the spirit of the rules in this multi-team democracy game.
We will not play ahead or abuse the game save in any manner. We will not use the game save in any way to view another team's position.
We will not attempt to enter or view any private forums. We will not fabricate e-mails or other forms of messaging or falsify our identities in any fashion.
We agree not to communicate with another team in any meaningful way regarding the game until that team is actually contacted in the game. Minimaps, or other similar re-creations providing a teams location in the world, will not be traded until maps can actually be traded in the game.
We will not engage in any double identity or double log-in activity, nor will we condone it. If we become of aware of such activity, it will be made public to all teams immediately. Any members engaging in such activity will be banned from ALL teams involved in the game. Any information revealed by a double identity player will be made known to the other team involved, and the neutral administrator, and appropriate compensation, as either agreed by the teams, or if agreement is not possible, as determined by the neutral administrator, will be provided.
I agree to create and maintain a current members list in a public area of my home forum.
We will do our best to quickly complete our turns and make the save available for the next team prior to the deadline. This deadline is 24 hours per team per turn. The 24 hour rule notwithstanding, we acknowledge that a time counter will be used to time play, and all reasonable efforts will be made to play the turn within the constraints of the time counter, which provides 4 hours per turn per team, in aggregate fashion. Each team will start with a 'bank' of 100 hours.
In the case of game process issues and disputes, we agree to acknowledge and abide by the ruling of the neutral adminstrator. The neutral administrator for this game will be mongoose of 1BigCommunity or his designate, who will not be, and will not have been, a member of a team in the game.
Furthermore, we will expell anyone from our team who willingly breaks these rules.
We wish you all the best of luck and good civin'!
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Re: PTW Intersite Democracy Game Pledge
Monday, February 17, 2003 - 10:02:21 PM
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I BetaHound, representative for Apolyton, agree to this pledge.
Good luck to all. Game on! |
For the sake of clarity, here is an excerpt from Beta's later follow-up post, explaining the implications of the pledge:
quote: Originally posted by Beta
One thing I want to highlight is the clause stating that 'we will not play ahead'.
Let me be clear. No one on this team, or any team, should be playing the save ahead of the assigned member playing the official turn for our team. In our case, one of the consuls, a minister, or a designate.
If perchance, you are reviewing the save and 'accidentally' (and given what I have just stated, it would have to be accidental) revealed something that would not be known without simply looking at the save (a move or an attack for example), then you are required to keep that information to yourself, and not share it with anyone on the team, until the information becomes known to the team via a legitimate move. You should also not participate in any turn chats or discussion threads regarding moves or strategies until that time either. |
And to have the information on the subject complete, here is the "savegame" pledge everyone must take to gain access to the Apolyton ISDG savegames:
quote:
The Savegame Pledge
I hereby pledge to:
- keep the password to the ZIP archive secret, not revealing it to anyone else.
- keep the unzipped savegame to myself only, never providing it to anyone else.
- play the moves for a given turn only as played by the Consuls and published in the Turn Reports & Summaries thread, never trying to reveal/look at tiles remaining shrouded or covered with the fog of war in the real savegame passed on to the next ISDG team.
Note: just to make sure, what the save may be used for - after playing all the moves as published in the summary thread, you are free to play with working different city tiles, studying the effect of changes on the food/shield/gold output, and on various info screen (F1-F11) readings. You are also free to use a graphics mod of your preference.
You are allowed to play a move that was not played by the Consuls only on condition that it would not alter the state of the savegame at the moment it was sent to the next team. Example: waking up a fortified unit, taking it then on a surveillance roundtrip using existing railroads, eventually ending in the starting position and fortifying there again.
- load the savegame using the Load Game function of the Main Menu only, never using the Load Game function available from within the running game.
Note: as of PtW 1.14f, the only safe way to load a PBEM savegame is to use the Load Game function in the Main Menu. Other ways may easily mess up settings for the game (loading through the MP screen) or make you cheat (un)intentionally by exploiting the infamous "load PBEM game" bug (using the Load Game function from within a running game).
- never tell anyone about anything learned in the unfortunate event that I unintentionally breach one of the above rules, also refraining from posting any suggestions based upon this "illegaly" gained knowledge.
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All times are GMT. The time now is 05:26. Apolyton Time is 00:26. |
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