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Offline CanuckSoldier

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Final CivPlayer Rules
« on: September 19, 2010, 11:11:18 PM »
Civilization Players Leagues Rules

Preamble:

Welcome. Our members are Civ fans who agree to play fairly, respect others, and abide by the rules. We form a community of serious fans of the Civilization Multiplayer experience, that we call Civilization Players Leagues (CivPlayers for short). We don't quit. We don't cheat. We value good sportsmanship. In short, we love the game.

The basic premise of the league is to facilitate players finding each other, who are devoted to Civilization , so they may compete in a sportsman-like manner. Our philosophy is play hard, but play fairly. It is NOT winning at any cost. Respecting other players, no matter their skill or standings on the league, is the cornerstone of this community; treat other players, as you would want them to treat you. Especially show patience to new players that may not understand our culture or how to conduct themselves in the multiplayer world. I further encourage you to mentor new players, as they are the future of our league, just as the current veterans were once new players. Remember that you are all ambassadors for CivPlayers; your actions will make the league thrive or become extinct. The Administration will take a very dim view of unsportsmanlike behaviour, such has abusing (verbally or otherwise) other ladder members or staff, sabotaging games, or harassing other ladder members or staff. This will result in penalties or possibly immediate expulsion from the league without warning, depending on the severity of the case.

Civilization Players Multiplayer Leagues(CivPlayers) are leagues specifically designed by members of the Civilization Multiplayer community for players that enjoy the Multiplayer Experience. It is a skill-based system that ranks players based solely on their immediate calculated skill value. We use the Glicko2 algorithm as the base of the player skill calculation system; this will produce a rating system that fairly compares the relative skill of players irrespective of the types of games played. When you first join you will be given 1500 skill points, as you lose or win games your skill value and your relative ranking will move up and down accordingly. How much you move up and down will depend on the relative difference in skill level between yourself and your opponents. Beating a player ranked much higher than you will gain more skill points, and conversely losing to a much lower ranked player will drop your skill more. As well our system encourages an active league and incorporates a skill fade system that will drop the skill of inactive players (no lower than 800 pts) so that they cannot stall in the skill rank list. CivPlayers draws on a long and distinguished history of Multiplayer Civilization Gaming. Starting with Civ3PTW Ladder, Civ3Players Ladder, and CivPlayers Ladder, all of which used the Cases Myleague System to power the Ladder league. CivPlayers is the next evolution of all the hard work that has been dedicated to the MP Community. And because we "stand on the shoulders of giants" we have been able to design and code a new league specifically designed for us in a relatively short time. But feel free to give us feedback in the suggestions section of our forums on how to make the league an even better place for all.

Universal Rules:

General Account Rules:

1. All CivPlayers members must maintain a current and valid email address. This is the only way for the Administration to contact you and for you to receive notifications and potentially resolve any game dispute problems. Any player that is found not to have a valid email will be suspended until the problem is resolved to the Administration’s satisfaction.

2. Only one email can be used by one player. Families/friends/co-workers/students that may have the same IP due to using the same network/LAN still must use different emails. Only one account is allowed per player, regardless of how many people share an IP address.  This is monitored by the the Admins.

3. Players are expected to check their league-registered email at least once every 24 hours. Failure to do this leads to Report Disputes and other administrative actions being carried out without your input and the Administration is not mandated to reverse decisions just because a player had relevant information that they failed to provide due to a lack of monitoring your email.

4. CivPlayers is also not responsible if you have not configured your spam filters in your email service to allow CivPlayers emails to arrive in your inbox.  Nor are we responsible if your ISP is falsely identifying our emails as Spam.   

5. Your League user name must be unique, if it is found to be too close to a username already in use you will be asked to change it, or your account will be removed.

6. No user-name will be offensive or abusive towards another league player. Including but not limited to, race, religion, sex, or political affiliation. Offending user names will be removed.

7. Password protection of league games is highly recommended. Hosts should change the passwords they use for their games regularly and only give them out to players that have authenticated their identity in a secure way. In addition players are recommended to password protect their civilization in game to prevent unwanted hotjoining. In case of subbing the leaving player is obliged to give the password to the subbing player though.

8. Players have to authenticate their identity when joining a game(methods will vary by game version played). If the host asks them to login to the league page they have to comply. In case the nickname is already logged in the host can ask the player to logout and login again. If the player fails or refuses to do so he may be booted from the game by the host.

9. All accounts except premium accounts are purged for inactivity after 40 days (specific time is subject to change by the Head Admin) of the last match played. Players are allowed to have only one account. The Administration will be monitoring accounts via various technical systems, to prevent duplicate accounts. Players that may have the same IP due to sharing the same network with family/friends/fellow students/co-workers will have to identify themselves to the Administrators, and cannot play games where wins will be reported between players from the same IP (de facto limiting them to playing team games on the same team). Games where hosts allow these players to play in "cton/ffa" games are doing so at their own risk and the Administrators will not arbitrate any match disputes from games that ignore this rule (authorized Clan Championship Cup players will be the ONLY exception to this rule). Also proxy IP’s are not allowed to be used on the league, players found to be using proxy IP’s will be suspended until they can satisfy the admins as to why they are using one.  Failure to satisfy the admins will result in a permanent ban.  There is no good reason to have a proxy IP and therefore attempting to hid your identity.

10. Do not ever reveal your password for the CivPlayers league or your GameSpy or Steam ID password to anyone. No Admin will ever ask you for it. Be very suspicious of any web page that asks for your password. Validate that its web address belongs to the www.civplayers.com, and change your password regularly. Make it different than any other gaming league or online service which you use, and always make passwords very difficult to guess. Go to the ‘My Account’ section of the league page and click on ‘Edit Profile’ to change your password.

11. To alleviate the perception that members may be quitting and rejoining the league (under the same or different user name) to avoid bad play records or avoiding reporting old losses, members will have to wait 15 days to rejoin the league. However, we do allow our Premium members to reset their statistics at any time. This is not considered withdrawing and is allowed. At the first infraction against this rule the player is penalized with a suspension that adds up to 15 days combined with the time withdrawn. Further infractions will result in a suspension that gets extended for 7 days more.  At the discretion of an Admin a player may have his stats reset once a year without being a  premium member.

 Hosting Games Rules:

12. The host is responsible for the proper authentication of all the players in the game. If a host fails to do so and a player claims he/she was impersonated, they are given the benefit of the doubt by rules. A host is not obliged to let all players joining a game to play, he may boot players without stating any reason. However, if a player was staging for 10 minutes or more booting the player may result in a suspension up to 7 days for the host. If a player was staging for 10 minutes or more it is considered unsportsmanlike and rude to boot the player, especially when no explanation is given.

13. League games should be named as such clearly in the title of the game (e.g. hostname, League/Ladder, era, game type, such as Player’s League Renaissance Teamer). ).  Even so, any game where all players playing are league players should be considered a league game unless otherwise stated at the beginning of the game. 

14. In all league games all conditions of play must be agreed on at the start of a match by all players. Once the game begins no rule changes including victory conditions, time limits, or game restart conditions are permitted, unless unanimously agreed to by all players. The player agrees to the game conditions and rules by checking in his civilization in the staging room (x’ing in). It is every player’s obligation to check the rules himself, the claim that the settings were wrong is no valid reason to decline a game. The only exception to this is a malicious ‘last second change’ of settings by the host, the burden of proof is on the declining player.

15. If the host crashes and fails to re-appear within the ten minutes time limit, or if the host is eliminated from the game, the remaining players should continue with a newly designated host. Anyone one of the players will pause the game and the players will decide/vote on a new host, this person will have the same powers and responsibilities as the original host for the remainder of the game.

16. While most regular games are organized in the lobby "on the fly" by players that are currently in the lobby, at some point you may want to challenge a specific player in order to move up the skill standings more quickly than you would by playing low or medium ranked players. You may only formally challenge players when you are in the top 25 players. You may also only challenge players that are above you in rank. The challenge has to be played at the latest on a default mandatory date which is 7 days later than the date the challenge was issued. If a player or both fails to arrange for a time to play the challenge, 5% skill will be deducted from both players.  Problems  with arranging the time should be communicated to the other player and CC the Report Dispute Admin so that he can mediate the issues and possibly remove the challenge or remove the 5% skill drop from one or both players.

17. Modified game rules, maps and/or programs or tools that enable a player to manipulate the game are not eligible for league play. Any match where such conduct is suspected will be invalid and any players suspected may be penalized for cheating. The standard penalty is a suspension for 14 days, the suspension may reach 30 days in severe cases. The HA may authorize even longer suspensions and bans on case by case serious offenses.

18. In continuing games (games saved and reloaded, such as PBEM, Pitboss or Epic) the host has a number of important responsibilities. Continuing games must be recorded in the Long Term Multiplayer section in the forum at www.civplayers.com. It is the host's responsibility to maintain this thread. The thread has to include the player's name, their status in the ongoing game and when the game will resume, reflecting time according to the time zones of each player. The forum thread is to ensure there is no confusion on start times and to ensure a permanent record of the game in the event there is a dispute. In addition, an email should be sent by the host to each player provided a link to the thread, and prior to the game resumption a reminder email should be sent to all players. When the game is concluded the ending host should update the thread with the final victor. In the event any player fails to appear after a minimum of 15 minutes following the agreed on start time, the game is counted as a loss to that player. The host should notify the missing player by email of his/her requirement to report a loss.

Taking part in games:

19. Players must make every reasonable effort to complete a game once it has begun. The game is considered to have begun once all players are checked in and the host launches the game. It is not considered acceptable to leave a game because you don't like your start, your prospects of winning, or because a better game becomes available. This can spoil the game experience for the others remaining in the game. Also players should know they are able to dedicate several hours of playtime, or they shouldn't start the game. If you voluntarily quit a game, whatever the reason, you are expected to confirm your loss when the winner reports the game As you will finish last or near to last if there are more than one quitter. 

20. Under the reporting system winners/player on winning team, must report the quitters as part of the game report system, as well as reporting any substitutes(including subs that may not have finished the game).  Quitters will be assigned a % skill drop(value subject to change by the Admin team) on top of any skill deducted as a result of losing in the game.  These quitting stats will also become part of the players permanent record and will very possibly result in additional punishments if the number of recorded quits reaches a specific point.

21. Not joining a reload is considered quitting. The standard penalty for quitting is a suspension of 7 days. Repeated quitting will cause a suspension of 14 days and a skill reduction up to 100 points. Declining a game after a quit will result in a suspension for 7 days. Sometimes, however, the realities of the game and the Internet cause player's computers to freeze, lag out, or crash thus involuntarily disconnecting them from a game. Because of the length of time and commitment involved in a typical game of Civilization, to be fair, and to promote good sportsmanship, we have a 1 drop/alibi policy. Each player (including the host) gets one penalty-free disconnect from the game (so-called one alibi rule). You have 10 minutes to rejoin the game without penalty. If someone leaves a game (for whatever reason), the remaining players have the right to either continue playing the game, scrap the game, concede the game, or allow a substitute after the 10 minute waiting period has passed. A substitute should be of comparable skill points. A substitute is considered comparable if he/she is within a skill frame of +/-100 skill points in comparison to the leaving player. In a team game, the two captains have to agree that a substitute is fair, but the +/- 100 skill points will be the overriding factor. In a non-team game, it requires a unanimous vote of all remaining players. If the players cannot agree to scrap, concede, or to allow a substitute, the game must continue to its conclusion without the missing player(s).


22. If there is a dispute concerning fault following a dropped connection, the host shall ask every player what they saw, and then announce a final determination to grant reprieve or assign the drop. At the host's discretion, based on circumstances and length of game, the host can grant reprieve beyond the one alibi rule. While the one alibi rule is the default league policy, players may choose to discuss alternatives and may agree at the start of their league game on how the winner is determined and exactly what to do if the game crashes. The host and players may agree on a different policy than ‘one alibi’.

23. Sometimes due to connection, software, or human errors, or game bugs, a game cannot be finished. Players have to reassemble in the game lobby, and either agree to report losses based on points held at the time the game ended (if there is a clear winner), or agree to a rematch, at a future time. To end such a game prematurely, referred to as ‘scrapping a game’, the vote must be either unanimous or nearly unanimous (all but one player agrees). Two or three player games cannot be scrapped without unanimous consent. Before scrapping a game, players should make multiple efforts to fix the problem including re-hosting the game, using alternate saves, etc. Any other behaviour than merely calling a vote on scrapping that may urge the other players to abandon the game – such as lagging on purpose, quitting before the vote has been fully carried out, or pressure other players to agree to a scrap – is considered an attempt to force a scrap. Attempting to force a scrap may result in a suspension for up to 30 days.

24. Games can be ‘conceded’ only by unanimous (ALL players of the team have to agree) agreement of the losing team or player, which is different from scrapping, since the loser(s) must still report to the winner(s). The team captain or any other player starts a vote within the team whether to concede or not. If one player wants to continue the game the other players have to play on. Not playing on will be regarded as quitting the game. Players who just leave or quit a game without an appropriate vote to scrap or to concede will be treated as if they have lost the game and will be required to confirm a loss. Furthermore they will be penalized as quitters.

25. However tense a game situation is players should always be aware that insulting other players is not acceptable. Calling other players names and such behaviour may be penalized with a suspension up to 7 days (14 days in severe cases). The standard penalty may be remitted though if the Admin Panel judges that the infraction happened due to the game situation and was minor, it can be extended if the abuse is severe and the HA deems that the standard penalties are not appropriate.

 Reporting Games :

26. In a multiplayer game involving more than 2 players, winners must report the game results (honestly and accurately), using the Report Match link(for your specific league) on the left side menu of the league page. In a duel, the winner simply reports, in a CTON/FFA the overall winner reports the match as indicated by the game scores when the Time Victory condition is displayed, any killed players are reported below surviving players in the order that they were killed with the last killed being ranked below the lowest scoring survivor. In a team game, the Captain or designated player (in the case of a shuffle teamer) on the winning team reports the game based on the team declared the winner on the Time Victory (or other Victory) popup. As well any player or team that completes any other victory condition during the game wins the game despite not having won the time victory, they take first place and all other players/teams are ranked by their score at this point in the game. The losing players/teams are required to log into the league web page and confirm the match results promptly or officially dispute the match so that an the Report Dispute (RD) Admin can process it.

27.  Winners will report duels simply against the loser of the game, there are no subs allowed in duels as a dropped player is not going to be replaced by a sub, the game is simply over.  If the two players want a re-match a new game shall be started.

28. A member of a winning team shall report the game as dictated above(para 26), but now can include players, subs, subs-dnf and quitters.  Subs that finish the game on the winning team will get credited skill just like a normal player, and get a % bonus.  Subs on the losing team as well as all subs that did not finish the game will just get the % bonus.  Quitters on both teams will get a % skill deducted and if they are on the losing team will be penalized in skill as a last place player, or in order of quitter is there is more than one.  Quitters on the winning team will not get the benefit of being on the winning team and will receive the % skill penalty.

29. The winner of a Cton will report the Cton in order of players and subs by score(as dictated in para 26), then quitters in order of when they quit.  And subs that did not finish the game(sub-dnf) can be reported at the end of the list as they will only get the % bonus and are not calculated in the skill distribution.

30. The league will automatically process any matches that are not disputed after 3 days, but please act in a sportsmen-like manner and confirm the other players well deserved victories before then. So if you log in and cannot confirm a loss it means that 50% of the players/team has already confirmed it, or some party has disputed it. Note that players that constantly make other players wait the 3 days will be penalized as well. We expect everyone to fairly use this system with the intent that it was designed for; abusing the system will not be tolerated. Game winners have to ensure that they report the correct names of players when they report games, and never guess at player names. Taking screen shots of the player list is highly recommended. Reporting games without the necessary proof will entitle the RD  Admin to void the game in case of a dispute. On reporting the host should add in the comment to the game whether he followed the authentication methods.

Procedure in case of Game and/ or other Disputes:

31. It is important to note that whatever the dispute the leagues management is the final arbitrator for all disputes and the following policy applies. Every League Admin has the power to suspend a player for so many days (called putting someone in the Penalty Box). The Head Admin (or Vice Admin in his absence) can expel a member (called banning a player). Reasons for such discipline include, but are not limited to: if they are cheating or manipulating the league in anyway, have multiple accounts, their user name is offensive, their email account becomes invalid, they are being abusive to other members excessively, or they are failing to confirm losses consistently. Before banning anyone, the Head Admin will issue at least one warning in writing to the official Email Address of the player being disciplined and that warning will stipulate what conduct was found to be objectionable. The player involved will be given the opportunity to present any evidence or defense they wish. The final determination to ban a player is at the Head Admin's discretion and there is no appeal.

32.If you think that a game was not played and reported according to the league rules you may decline the game and thus force review of the case by the Admin Team. This now includes disagreeing with the host identifying you as a quitter in the game.  Quitters will get automatic emails sent indicating that they were listed as a quitter and giving them the opportunity to dispute that.  In the case of a dispute (which will be indicated by a red "pending inquiry!" in the League Unconfirmed Matches screen, you will be contacted by the RD Admin if required to rule on the match. Declining a game without a valid reason to do so may result in a suspension for 7 days, this includes declining a game for being listed as a quitter when you were properly listed as a quitter.

33. If you must resolve a disagreement with another player, take the discussion into a private chat in the game or with another other chat client. Arguing in the main lobby not only draws snide remarks from other players, but also makes CivPlayers look very unprofessional. If you cannot agree on a course of action file a formal complaint and let the Admin team do a proper investigation. Do not take your case to the "court of public opinion" either in our forums or back in the lobby. Administrators will make every attempt to come to a fair and just decision when reviewing disputes. League members agree to abide by the decision of an Admin. League members are encouraged to present their case for resolution but when a decision is made and ruled upon, the issue should be considered closed unless there are extenuating circumstances. Continued flaming or bashing in the game lobby, chat rooms, email, or forum will be penalized with a suspension for 7 days and, if the player used the forum for it, a suspension of the forum posting privileges for 7 days as well.

34. If you have been penalized with a suspension of at least 7 days or a skill reduction (or in any other case the rules allow a decision by the Admin Panel) and don’t agree with the decision of an Admin, you may bring your case before the Admin Panel for a final decision. The Admin Panel generally consists of three Admins with the Head Admin (or the Vice Head Admin in his absence) as chairman. The Admin who first took the decision shall not be part of the Admin Panel in the specific case unless it would delay the decision otherwise.

35. The Admins and the Admin Panel have to handle the cases according to the Code of Conduct for League Staff Members. The final decision about conflicts concerning a Report Dispute ruling is not taken by the Admin Panel but by the Head Admin alone. The burden of proof is generally on the player that makes a claim that benefits him. In case the claim cannot be proven the Administration will decide against that player. The only exception to this is if there is an explicit rule stating otherwise.

Other Rules :

36. The Head Admin will under no circumstances terminate the league without a 90% affirmative vote of all voting league members. Such a vote to be posted in the CivPlayers forum for no less than 21 days.

37. For specific rules concerning different game types (such as teamers or CTONs or Epic games) please check the advanced rules which deal with these issues.

« Last Edit: August 08, 2014, 01:30:24 AM by CanuckSoldier »
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Offline CanuckSoldier

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Re: Draft CivPlayer Rules
« Reply #1 on: September 19, 2010, 11:24:58 PM »
Part 2

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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.

8) 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
« Last Edit: February 14, 2014, 01:51:31 AM by CanuckSoldier »
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Offline CanuckSoldier

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Re: Final CivPlayer Rules
« Reply #2 on: February 14, 2014, 01:49:15 AM »
Here are the NQ Rules that are in effect for all NQ FFA games played for rank on the league as well as for all NQ games in general.

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.

8) 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
Owner/Global Admin/Operator
Civilization Players Leagues
www.civplayers.com

Offline CanuckSoldier

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Re: Final CivPlayer Rules
« Reply #3 on: May 21, 2016, 02:02:24 AM »
Civ6players specific rules

1. Civ6players will use Myleague.com, so these rules are simply additions based on specific Myleague ladder-isms.  All general rules are still in effect and apply to Civ6players, so please continue to read and understand all of them. If any of these rules are different than the default myleague rules, these take precedence.

Reporting the Match

2. Once your game is completed the loser of the match is responsible for reporting it as soon as possible. You can report your matches using the "Report Loss" link located in the Standings Tab. Here are some things to remember regarding reporting your losses.

Report Immediately:

3. Losses are to be reported immediately after a game is completed…before any further Ladder matches are started. Not reporting promptly will result in penalty.

Who to Report To:

4. In one on one games the loser of the match reports.

In games where you play with a partner each member of the losing team reports a loss to both partners of the winning team, so at the end of the match you would either gain two wins or report two losses.

In 'free for all' matches(including Cton/Always War)…or matches in which multiple opponents are all competing against each other without partners each of the losers of the match reports a loss to every player that is ranked above them in the game

When playing games with more than one opponent it is important that losses are reported in the proper order if rank will be affected by the order of report. You must report to the highest ranking opponent first in those cases. It is your responsibility to make sure you report in the correct order when necessary. Not doing so will result in penalty.

Problems Reporting:

5. If you have a problem and cannot report your own loss follow the SUPPORT Tab and request assistance with this from Ladder Staff.

Unreported Matches:

6. Most unreported matches are a simple case of forgetfulness on the part of your opponent. If your opponent has not reported your match within an hour of the match you should send them a friendly E-mail reminder to post. In most cases this is all that is needed to get them to post.

If they still have not posted an hour after your E-mail reminder and you see them online playing other matches you should follow the SUPPORT Tab and submit an unreported match claim against them. Ladder staff will handle the situation from there for you.

If, however, you do not see them online after sending your Email reminder you should give them 24 hours to post their loss before submitting an unreported match claim against them in order to give them time to receive your E-mail.

You should never harass another user in chat or interrupt their other Ladder matches in an attempt to get them to report. If you see them online giving them one friendly reminder is acceptable, but beyond that you should let Ladder Staff settle the dispute for you.

SPECIFIC CASE’S RULE VALUES:


The following values have been chosen, according to the Case’s : These rule sets will not be changed without notice.

Rank gain for a win: 50 (percent, 50% default)
Max matches/day between SAME users: 3 (matches)
Number of days before winning and losing streaks reset: 7 (days)
Minutes players must wait between each match report: 0 (minutes)
Days of inactivity allowed before players deleted: 42 (days)
Days of inactivity allowed before drop top ten players: 14 (days)
A “top player” is defined as a player less than: 50 (rank)
Days top players must wait before playing same user again: 0 (days)
Highest rank that is allowed to utilize formal challenge : 25 (rank)
Days between formal challenge by same users: 2 (days)
Days players have to complete formal challenge: 5 (days)

Default settings for Formal Challenges are as follows; Players can agree to other settings.

Duel Size map
pangea or HB pangea
online speed
Dynamic turn timer
120 turns
Ancient start

« Last Edit: January 05, 2017, 11:57:41 PM by CanuckSoldier »
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