Chaos and Civility II Game RulesAny player may propose changes which must be brought to a vote, requiring a simple majority of current players to pass any amendments.
Chaos and Civility is meant NOT as a game with "win or lose" objectives, but as a long-term roleplaying platform.1. Double Turns1.1 - It is possible to take a 'double turn' in the game by being the last to finish for one turn and then the first to finish the one after that. This has a positive effect because it speeds the game up, but the downside is that it can be exploited for military advantage by moving twice before your opponent has a chance to react.
So to keep the upside of double turns while eliminating (or at least minimizing) the downside, the rule is that if you are at war with another player (or are about to go to war with them, eg. sneak attacks) then you mustn't take two turns before they've had a chance to take one, or in other words you cannot go after them in one turn and before them in the next.
You can use the civstats log page for the game to tell if the other player has taken their turn.
1.2 - One exception: you may always take your turn when 12 hours have passed on the turn timer (since the timer seems to run slow this will probably be a bit more than 12 real hours), regardless of whether they have taken their turn or not, otherwise it'd risk you not having a chance to take your turn at all. Ideally though, you should talk to your opponent(s) and come to an arrangement about the order you are going to take your turns in.
1.3 - Clarifications to the Double Turn/Double Move Rule to reflect double move clarifications first posted here:
http://www.chaosciv.com/index.php/topic,127.0.html 1.3 - a) Warring nations will not be permitted to log in except for taking their turn. That means no follow-up logins to observe, counter move, nothing. Logging in twice during a turn sequence while at war will now be considered a double-move. Use Civstats to determine if it's "safe" to take your turn, rather than logging into the game.
1.3 - b) Warring nations must observe the turn sequence as per the start of the war. If the attacker was the second in the turn sequence, so he should remain.
1.3 - c) A warring nation may not swap the turn sequence, except if there are fewer than 12 hours remaining before the end of turn. In the event the nation is in a position where they must make their turn as described, the sequence has been swapped and must then be followed in that new order. Never should a nation be making two turns back-to-back, unless there are fewer than 12 hours remaining on the timer with the opponent still not taking his turn.
In short:
no double turns when at war. This especially includes the turn when war is declared. This will be tough to enforce, so self-policing and reference to civstats will be needed.
2. Missed Turns2.1 - Anyone who misses 3 consecutive turns (which would entail not taking a turn for at least 72 hours) without notifying me that they are going to be away will be replaced by an AI player immediately and then replaced by a human player as soon as is convenient. Once you have been replaced by a human you will not be able to take your game back.
2.2 - To notify me of planned absences, you should either send me a PM or an email, and you should also consider renaming yourself in the game to 'on holiday' or something like that. Note that I must have heard from you in some way, it won't be enough to say that you tried, if you rename yourself in the game there's no plausible way I can miss it.
3. Vacations3.1 - If you're going to be away from your computer for a while and think you'll miss more than a couple of turns, let me know in advance. If it's a short enough time (less than three turns) then just queue up enough actions and we'll let the timer run out, but if it's going to be longer then you'll need to find a temporary replacement or alternatively I can let the AI run it, but I'm not willing to let the timer run out for extended periods of time as it holds up the game.
3.2 - If you resign (turn control over to AI) without letting me know the reason, I will have to assume that you simply quit the game and I will find a permanent replacement accordingly.
In short:
if you will be unable to take your turn for three or more consecutive days, you must find a replacement player or let me know and we can let the AI run your nation for the duration of your absence. 4. Vassalage and City Gifting4.1 - A nation currently at war may NOT become a vassal of another nation, unless the master nation precedes the vassalage by declaring war against all entities currently at war with the vassal nation. This action eliminates the 'forced peace' bug.
4.2 - Vassalage may be RPed without need for technical capitulation, if both the vassal and master agree. If this route is taken, both parties should post in their embassies regarding this new status.
4.3 - Gifting of cities to another nation is permitted, however the city may not be re-gifted for a minimum of 10 turns following.
4.4 -
When at war, a nation may not gift any of its cities to another nation. Nor may a nation act upon any game loophole which would cause a "false peace" by ejecting units from cultural borders without a mutually-agreed peace treaty or cease-fire.When at war, a nation may not gift any of its cities to another nation which would cause a "false peace" by ejecting units from cultural borders without a mutually-agreed peace treaty or cease-fire.
5. Reload Option5.1 - Each civ will be permitted a maximum of ONE reload. This reload request must be requested publicly via the ChaosCiv.com forums within 12 hours of the turn in question. The reload will use the most recent autosave for that civ (autosaves occur at the start of each player's turn).
6. Roleplay Guidelines6.1 - Chaos and Civility is primarily a platform for roleplay. As such, players are encouraged to focus on expanding upon the RP elements of the game. A "win at all costs" approach is strongly discouraged.
6.2 - Each player is strongly urged to post a roleplay-related item in the Chaos and Civility forums at least once per week. Be creative!
7. Game Version and Mod Pack7.1 - The attached mod pack is required to play in Chaos and Civility II. (You can load and unload the mod easily though, if you are playing in multiple games).
7.2 - When new updates or patches are released, do NOT install until officially announced by the Game Servant. This is to ensure that the mod pack has been updated and to coordinate the upgrade for all players.