Rules Specific to CivPlayers Civ3 League(Civ3players)
38. Your lobby name(the one you join staging rooms with, not the one you use in Arcade) must be recognizable to the other players though doesn’t have to be identical to your league registered name. The Host must take measures to ensure they know who all the players in the game are, and if necessary use the league login or a players league email to validate players. If a dispute over identity arises the admin team will not validate a game were the host did not verify the players.
39. Default Challenge settings: If two players cannot agree on the settings, then the settings are determined as follows:
The default game settings if two players cannot agree on anything else are: 1v1 Vanilla, using Maxfin's vanilla scenario, that can be found in the scenario area. Settings: Tiny 70% Pangaea, climate: temperate, age: 5 Billion, sgl and barbarians off! Turn limit: 80 turns.
40. Monitoring the lobby in Civ3 can be done by using Gamespy Arcade to see if a player is returning within the 10min allowed, and to dictate a reload of the game.
41. When a player drops for the first time, the host will recreate the game and wait for dropped player to return for 10 minutes. Should the player not return within 10 minutes the game will continue with a sub, or continue as if the player had died. In duels the player that didn't drop will be declared the winner after 10 minutes of waiting.
42. In team games the winning team(s) can win either by, first, eliminating every member of the opposing team or, in the alternative, by outscoring them. When a player is either eliminated from the game through conquest or leaves the game for any other reason, the players score is noted by the team that lost the player and is then added onto their final total score at the end. In the unlikely event that there is a tie in score, the team with the least number of eliminated players is considered the victor, otherwise it is a tie.
43. Bugs: Players should be patient and honourable regarding the inevitable bugs that will be encountered in Civ3 games. Civ3 is a buggy game. Those responsible for creating and marketing Civ3 have no plans to fix it. Most veteran players know these bugs when they encounter them. Honourable players will refuse to take advantage of obvious bugs and will adjust their gameplay accordingly or, if necessary, pause the game and request a reload to correct the problem. Players who gain a reputation for taking advantage of game bugs will soon find difficulty getting other players to play with them. Unfortunately, many common bugs will not show up on saves, and attempts to arbitrate the resulting disputes become “he-said-she-said” brawls. Therefore the Admins request that players honor common bug-fix conventions or otherwise work out bug disputes among themselves. Specifically this means that if after pausing the game and discussing the results of a bug, if the players cannot reach an agreement on how it should be handled; the rule is to “play on.” Admins will attempt to arbitrate any disputes, but where there is no proof or corroboration from other players we will be powerless to take any action.
Note that “exploits,” i.e., exploiting the way the game works (or doesn’t work) to gain extra moves, technology, gold, units or improvements in ways not consistent with the design of the game are not bugs, but cheating. This includes the various “slides.” Players caught cheating will be dealt with harshly
Some common bugs and recommended actions are listed below.
• Unit(s) fails to move on to a space won during a battle -- move the unit(s) there at the next opportunity, hopefully that same turn if the unit(s) still have movement remaining.
• Empty city bug -- another case of the above. The last unit in a city was killed, but the attacking player’s unit(s) fails to move into the city. The defending player should refrain from further reinforcement and should move any newly made units out of the city the following turn to allow the attacker to capture the city. Note that due to lag, a city may appear empty momentarily. Again, this is left to the honor of the players to determine what is right.
• Ghost units (0 hit points) -- sometimes result after stack attacks. The ghosts may be “killed” by an enemy unit, or left where they are until they begin to regain health, at which point they should be disbanded. If they are moved away in a stack of healthy units, they should be disbanded once they begin to regain their health, ideally in sight of the enemy player.
• Worker multiplication -- Occasionally workers captured and recaptured nearly simultaneously will multiply with each capture. Any additional workers gained in this manner should be disbanded asap, ideally in sight of the enemy player. Note that this will show up on saves, and so may be ruled on by the Admins.
• End-Of-Turn Attacks (EOT) -- Attacking cities with large stacks (10 or more units) just as the turn timer runs out is STRONGLY discouraged because of the difficulty the different players’ computers will have in agreeing on a fair outcome to the battle. Such attacks routinely result in double-attacks, ghost units and crashed games (oos) as well as anger and resentment between players because of the bugs involved. This being said, the Admins feel that there is no way to regulate EOT attacks other than player convention and honour, because definitions of EOT attacks can vary. Be advised that gaining a reputation for using such an attack will make it more difficult to find hosts or players who will play with you.
• Turn skipping -- When the original host is eliminated from the game it is common for the turns to skip unless the player at the top of the list (next after the host) ends their turn before the timer runs out. That player should do their best to end their turn (Shift-Enter) asap each turn. In return for this courtesy, at least one other player should refrain from ending their turn and allow the timer to run out so that the first player will not be handicapped by a short timer or inability to move at the turn’s end. Reloads should be requested and granted when the skipping of turns or premature end of a turn creates difficulties for any player. Note that often the turns do not skip following a reload.
44. Same moves/same results: Players reloading a saved turn where part of the turn was already played are expected to do their best to replay the turn as closely as possible to the way it was played the first time. This means making the same moves. Understand that nobody is perfect and that the timing of these moves may change with the new turn, so do try to be patient and wait for the moves to be made. Also understand that, since the turn was not finished before the reload, that there may be some additional moves that were not performed the first time. Also do your best to recreate the results of any battles already fought before the original turn stopped. Disband units that died the first time around and otherwise be fair. When possible, agree with your enemy about what will be recreated and how on the reload. Be aware that this is an unenforceable rule, since there is no way of proving what happened the first time. Also be aware that this “rule” or convention does not apply to oos “resynchs,” since those should restart the game at a point where all moves have already been made.
45. The official final scores used to report games are those listed in the CIV III : CONQUESTS -- VICTORY STATUS SCREEN Score Histograph tab following the last turn of the game (following the “Victory/Humiliating Defeat” screen). In the event of ties, the player listed first (above) finishes ahead of the other tied player(s).
46. For team games, add the final scores of all of the surviving civs from the final Histograph together with the score each dead civ ON THE TURN THAT THEY DIED. If the scores were not noted when the player died and if all of the players cannot agree on which team won the game, one or more players will need to check the saves to determine the scores of the dead. Please rename or move the saves to a new folder before you check them, and please keep uncorrupted copies for Admin review in case of any dispute.
47. Giving cities to teammates in regicide/non-elimination games can only be done once by people possessing at least 3 cities at that time. The city cannot be gifted back to a teammate. This restriction remains throughout the game unless an opponent takes the city, in which case anyone could reclaim the city and the process can begin again
Rules Specific to CivPlayers Civ4 League(Civ4players)
48. Your league name must exactly match the name that you use in the GameSpy lobby (via the games' multiplayer interface / your GameSpy ID) character for character as well as when you join Staging Rooms. Any games that you join with a name that doesn't follow this rule are not valid and will not be credited if disputed. This does not apply to names used in the Civ4fans application as you cannot join games from C4F, player names in C4F need to be similar enough that Administrators and Tournament Directors can recognize you though.
49. In games that are started via Direct IP, and therefore bypass the normal GameSpy ID verification process, hosts must email the IP to players registered league email in order to verify their identity, or use some other authenticated secure means of identifying the players. Failure to do so will result in the Administrators not processing the reports for these games in the event of a dispute.
50. If the game is hosted with the League’s Game Monitor Mod/Beyond the Game Mod or any similar mod, there exists in the advanced options for the host, available by pressing the ‘h’ button. The host can set another timer speed, turn monitoring to the league page on or off or kick players. A timer change can only be set by vote of all players minus one. Any abuse of the advanced options by the host results in a suspension up to 7 days.
51. Default Challenge settings: If two players cannot agree on the settings, then the settings are determined as follows:
The challenging player sets the game type (regular 1v1 or OCC duel), the challenged player sets era and map type. Victory conditions are all enabled, game length (minimum of 120 turns for Ancient to Renaissance, 70 for Modern, 55 for Future), picking civs and leaders (default: Civ picking allowed, restricted leaders), game options (default: always war: on, no limitations on wonders for non-OCC, limitations on wonders for OCC according to rule set of last CCC OCC event, huts off, city elimination: timer: blazing for Ancient and Classical, fast for Medieval to Industrial, Medium for Modern/Future) can be agreed on.Values in brackets are default values in case of disagreement.
52. Monitoring the lobby in Civ4 can be done by sending a player into the games lobby interface or more preferably just using the Civ4Fans program to monitor the lobby and see if the player has returned and if there is any problems preventing them from hotjoining the game.
53. When a player drops for the first time, the host (or another player, if host drops) will wait at the Diplomacy (vote) Screen for 10min, so as to not allow the dropped players' civ to be taken over by the AI. At this time the host or a designated player will monitor the lobby to see if the player is returning. Should the player not return within 10 minutes in a CTON style game the remaining players can vote whether to continue with an AI substitute, to allow a human substitute, or to drop the civ from the game. If there is not a conclusive majority vote the host decides. In team games, the default ‘one alibi’ rule is extended to apply to each and every member of the team and to be transferable among team members. Thus, a team with 4 players, for example, is allowed 4 penalty-free drops. In addition, hosts are obliged to only assign drops when they are flagrant and unquestionable. If a host shows favouritism towards their own team when they apply the rules regarding drops, this will constitute sufficient grounds for the RD Admin to nullify the game.
54. In team games the Current Score List determines team score, and the teams are dynamically arranged in order of team score, from top to bottom. When a player is either eliminated from the game through conquest or leaves the game for any other reason, that players score is dropped to zero by the game and the placements are automatically arranged to reflect the new placements, in all cases the Current Score List will determine the team rankings.
Rules Specific to CivPlayers Civ5 League(Civ5players)
55. When registering on the Civ5 league, all players must register a valid Steam ID that is registered to them. During the registration process players must register the Steam 64bit ID number(otherwise known as Steam Friends ID). Registering an ID that does not belong to them may result in a player being banned and definitely will make entering league games difficult as other players will not be able to see your Steam status to identify you positively in the CivPlayers player database. While Steam does allow players to change their display name to anything, when playing league games players WILL display a name that is identical to their registered league name, character for character. Players will also allow any player in a staging room to add them as “friends” for at least the duration of the game, so that they can easily check your profile against the league player profile that you claim to be. Attempting to imposter another player by using their league name or similar name for your Steam display name WILL result in a suspension and a possible ban from the league.
56. Monitoring the lobby/player online status in Civ5 can be done by using the Steam application. It is therefore important that all players in a game authorize each other as friends for the duration of the game so that you can easily tell when a player returns to online status and can rejoin the game. Or is having technical difficulties.
57. When a player drops for the first time( 1 alibi rule) the host will immediately hit cntrl S and create a save that turn before the AI has a chance to take over the next turn. Hosts and players must be proactive in monitoring the player list for dropped players(ie an AI leader name taking over) as the game gives you no notice. You will then allow the game to progress but ensure the turns are maxed out and someone, the host by default, must monitor the lobby(CivPlayers Steam chat) for the returning player. If the player requests that the game be reloaded it MUST be reloaded using that save(host will edit the save to have a "autosave_" prefix and move it too the auto folder) or the games autosave for the turn that the player dropped. This is mandatory and not open to a vote or decision by the host. If the player is ok with continuing then that constitutes consent and the game is valid from their on in. The dropped player must indicate within 2 turns that he wants a reload, any longer than that and he consents by default to the game continuing and the host has no mandate to reload the game by the rules, though he can decide to do so on his/her own. When a player drops for a second or more time the game simply continues and the player can hotjoin if they return and have no recourse to demand a reload, though the host is free to grant one if they deem it fair.
58. In team games the Current Score List determines team score, and the teams are dynamically arranged in order of team score, from top to bottom. When a player is either eliminated from the game through conquest or leaves the game for any other reason, that players score is dropped to zero by the game and the placements are automatically arranged to reflect the new placements, in all cases the Current Score List will determine the team rankings
Advanced League Rules :
CTON Rules :
59. This is a special type of Free-For-All game with special rules. Failure to adhere to these rules while playing this style of game will result in disqualification from the match and/or possible further action being taken against the player by the Administration. No Alliances: The Game settings in the MP setup options will be set to include "always war ON", "no tech trading ON" and "permanent alliances" off. No Contact: There is to be no diplomatic contact between players. Any form of private communication is prohibited, this includes private in-game messaging. All Players will use Text "Chat to all" (shift-Tab) or Targeted Voice Chat to All (Shift-Scrolllock). No sharing of information: All chat is limited to non-game topics. Examples of banned chat include (but are not limited to) topics such as: location of opponents, opponent's quality of land, whether or not an opponent has a specific resource, informing others that an opponent is about to attack, type and amount of an opponent's units, etc. Sharing in-game information such as this is unacceptable and is grounds for immediate expulsion from the game, and a loss has to be confirmed in this case. Examples of acceptable chat include the weather, your kids, your current rank, a story about how you won a close game last night, etc.
Infractions of these rules will be punished with a suspension for 7 days. If players are found to be guilty of forming an alliance (either by agreeing not to attack each other or by agreeing to attack another player) the penalty can be extended to a suspension of 30 days.
Teamer Rules :
60. Team play is defined as 2 or more players competing as part of 2 or more teams. Team play is 2v2, 3v3, 4v4 etc, competition; however other variations (such as 2v2v2) acceptable to all players are permitted. Team play must be agreed to and teams selected before the game begins, otherwise the game is considered a Free-for-All game, even when alliances might form. The winning team(s) can win either by, first, eliminating every member of the opposing team or, in the alternative, by outscoring them.
61. In the unlikely event that there is a tie in score, the team with the least number of eliminated players is considered the victor, otherwise it is a tie. The Captain of the winning team (or the player designated to report) will report the team win. The losing team is required to at least have 50% of its members confirm the win. If no one confirms the win, but no one disputes the win either, the system will automatically register the win 3 days later. Constantly neglecting to confirm games will result in a suspension.
62. A team can concede victory to their opponent(s) only if all team members who are still alive in the game unanimously agree. In team games, the default "one alibi" rule is extended to apply to each and every member of the team and to be transferable among team members. Thus, a team with 4 players, for example, is allowed 4 penalty-free drops. In addition, hosts are encouraged to only assign drops when they are flagrant and unquestionable. If a host shows favouritism towards their own team when they apply the rules regarding drops, this will constitute sufficient grounds for the Report Dispute Admin to nullify the game in case of a dispute.
Tournament Rules :
63. The Tournament Directors (TDs) of CivPlayers League can host tournaments at their discretion. The TDs will take up suggestions from the players regarding settings and dates in order to make tourneys an enjoyable experience. The Head Tournament Directors (HTDs) will supervise the actions of the TDs and have the right to start tournaments and make necessary changes in case the TD is not available at the starting date.
64. Players can register for a tournament using the tournament main page. TDs are allowed to restrict the group of players entitled to play the tournament if there is a valid reason to do so. Otherwise every league member who is not suspended from league play can claim a spot in a tournament. After registering for a tournament changing the league nickname is not allowed any more until the tournament has been finished and closed by the TD. Changing the league nickname after registering for a tournament will result in a suspension for 7 days. Players have to be in the lobby at least 10 minutes before a tournament starts in order to check in and solve any issues that might arise. Upon checking in via the tournament main page the player consents finally to the tournament settings and to his participation. Please note that the TD cannot edit the tournament once it has been started in the software, so make sure you really want and can play the tournament. Any player who cannot play the tournament for whatever reason after it has been started by the TD is expected to accept the final tournament standings and thus a loss.
65. Players have to follow the ruling of the TD once he has taken a decision. In case a Head Tournament Director or an Administrator is available at the time the player may seek a final ruling of the HTD/Admin, otherwise the ruling of the TD is the final decision. A delay of the tournament for more than 10 minutes after the TD has ruled on the issue in order to wait for a HTD/Admin to come online is not allowed. Continued flaming of the TD or obstinate behaviour regarding the final decision will be punished with a suspension for 7 days. Infractions of these rules will also be punished with immediate expulsion from the tourney and the obligation to accept the final tournament standings. Circumventing any league or tournament rule in order to gain an advantage or to ruin the tournament will be punished with a suspension up to 14 days and immediate expulsion from the tournament.
66. The Civilization Clan Championship (CCC) will be run with a specially designed rule set. CCC rules override the advanced and general league rules if they deviate.
Epic Game Rules :
67. Purpose/Intent/Spirit: To promote the playing of large continuous diplomacy style games on the ladder while rewarding the time invested in such long games by providing a framework that will award multiple victory opportunities during the time span of the game. These rules are a guideline and can be modified by the host if agreed upon by all players before the game starts, if there is no alternate rules agreed too, these ones will be assumed by default.
68. Games will be played on maps that give players plenty of room to expand. Because of the length of these games players should not enter these games unless they are willing to dedicate the time necessary. Failure to return to games as agreed and scheduled will be considered a loss (see Continuing Game Rules). Due to the extended length and dedication required for these games, the normal drop you lose rule is not in effect. An unlimited alibi rule is the standard rule for epic games. Hosts WILL make a GREAT effort to "pick up" dropped players, however if a player is constantly dropping due to a poor connection this will be identified early in the first round, and that player will be asked to depart (politely) and will not be required to report or penalized on the league..
69. Between rounds of the game maximum communication is required to schedule the next round. The league forum must be used for this purpose. At the start of the game the host will create a new thread within the Epic games area for his/her game. All posted timings will be in Eastern Standard Time (EST). It is the player's responsibility to convert to his/her time zone.
70. All game settings and victory conditions can be used in an Epic game if agreed by all players. Any game settings not specified by any of the above rules are flexible and up to the players involved to agree upon before the game starts. It would be beneficial to post the game settings in your forum thread in advance.
71. It is probably impossible for the Admin’s to predict all situations and formulate rules to deal with them. Ergo, any and all problems that arise during Epic games that don't seem to violate any letter of the law will still be measured against the Spirit of this format as stated above. Any ladder player that is in the opinion of the majority of the Admins abusing the Spirit of the Epic games will be harshly dealt with.
72. NQ FFA Rules
WE HATE QUITTERS IN SID MEIER'S CIVILIZATION MULTIPLAYER GAMING
Games should be played with good sportsmanship and all players must be treated equal (newbies, the host of the game, officers, all have equal right to participate in a game or vote)
"Pls dont whine and complain when the game doesnt go your way...cause ultimately its only going to go right for one player"
1) No Quitting, unless
i) You lost your capital city
ii) All players agree your civ is irrelevant to the development of the game
iii) All players agree the game is over
iv) Real life issue comes up(frequent users of this rule will be monitered)
2) Only play when you have enough time
i) 4 players 6+ hours
ii) 6 players 7+ hours
iii) 8 players 8+ hours
3) If the game crashes, ALWAYS meet in NQ chat for a reload.
i) A game with technical problems can be scrapped with a majority vote.
4) Trading and allying is allowed with human players. No trading or diplomacy with AI, except when peacemaking.
i) Regarding city states: Training units, pillaging and repairing tiles, and making peace every turn while conquering are not allowed.
ii) No city gifting except in peace dealings.
iii) Reparing opponents tiles in war to gain heal is not allowed.
5) Shift-moves are not allowed.
i) Can be used with majority vote.
6) A player can only vote for his/her self for world leader.
7) All players should be respectful and display good sportmanship, abusive players will be kicked.
i) waiting out the turn timer to attack or other reason is considered poor sportsmanship
ii) Suiciding on purpose or staying in game without actually playing is considered worse than quitting.
iii) Collusion or predetermined teamplay is not allowed.
Feel free to host any type of game you like. Be sure to announce your settings so other players are not mislead.
(A game announced "ffa 6 ppl" settings are decided by majority vote)
9) Feel free at add NQ in your steam name to support and promote our group. This is of course 100 % voluntary.
10) Any use of Exploits will get you banned. This includes but are not limited to use of trade bug and endless tech loop bug.
Contact any offıcer(players wıth star next to nick) if you have questions or idea