There should definintely be a permenant state of war in effect. Even with diplomacy added in. The diplomatic efforts should be real but not involve treaties. If any treaties are made betwen 1 player on 1 team and another on another team it's just going to cause a mess... Think of expiration dates, etc.
Allied teams simply are working together and not attacking one another, not trading resource and maps. Realistically this should not be a big handicap in a true alliance.
__________________ Cheers,
The Huntress
Current Mood: Less Annoyed
yup, nicely put huntress. Theres no need for the fleets of 2 teams all tagging along with each other, nor for resources being sent back and forth etc. the most common treaty should be the NAP, and in extreme cases, cooperative treaties against the team that would otherwise certainly win.
__________________ It is preferable to remain silent and be thought a fool, than to speak and remove all doubt.
These rules are NOT meant to be exhaustive or detailed. They strive only to set down a few house rules and define ways in which to deal with problems if and when they arise.
Please check in any questions you have at the forum. 'I didn't know' is NOT an excuse, and you and your team may be penalized even if these rules mention nothing about whatever course of action you have taken.
This is a gentleman game with gentleman rules - but that doesn't mean we necessarily trust any claims of good intentions.
1a) This galaxy is preceded over by a 'Galactic Council', one player from each team, known as the 'Captains'. In addition, one neutral player who does not play in the galaxy is a member of the council.
Before the galaxy starts, it is up to the Galactic Council to decide on the number of teams and fairly distribute all players between those teams.
The primary concern in this process should be to ensure that the teams are close together, secondary to that is how balanced the teams are.
1b) The Captains represent the team in any and all diplomatic relations. Unless approved by the Captain, no agreements reached with regular team members are valid and may be ignored with no repercussions.
Captains will append the tag "[Cap]" to their Empire names.
If a Captain goes inactive, the remaining team members may vote for a new Captain. If this vote has no result, the Neutral Party will appoint a player as he pleases.
1c) Captains nominate themselves on the forum. If there is no agreement on the matter, the Neutral Party will decide how many Captains are needed and who they are.
2) During the first 50 turns, any and all hostilities are strictly forbidden. First combat may take place between turn 50 and 51. These 50 turns will be referenced as 'the start'.
3) Members of the same team must immediately enter a Military Alliance upon meeting for the first time. This Diplomatic Status (DS), must remain unchanged for the duration of the galaxy.
4a) During the start, DS between all the teams must remain neutral. Starting on turn 51, the following DS's are allowed: Neutral, Cease Fire and War.
4b) All members of any given team must at all times have the same DS towards all the members of any other team.
A grace period of 24 hours is given, in order for all the members of the team to have a chance to set the new DS. However, all players should change the status as soon as possible.
4c) If, after 24 hours, players of the same team have different DS towards members of another team (in breach of 4a), then all the members of that team must take on the worst DS of all the members.
Example:
Player A and Player B are on the same team, while Player C is on another team. Player A is neutral towards Player C, while Player B is at war with Player C. Now, if the team should somehow fail to convince Player B that he must become neutral towards Player C (and the rest of C's team), then Player A and all the other members of the team must revert to a neutral DS towards C and his team.
If all the other teams agree that a given player is inactive, that player may be exempted from rules 4a and 4b.
4d) Trading of resources or cash is not allowed under any circumstances.
4e) The teams may communicate freely, and agree on any arrangement they see fit, as long as it's not in breach of any of the rules stated here.
5) All teams have designated 'insignia', and all members of a team must add this insignia to the name of their empire.
Examples:
[Blue] Smurf
Quark of Valhal
6a) All participants in the galaxy should strive to log on to the forum regularly, so as to facilitate discussion and solving of problems (e.g. interpretation of these rules).
6b) Players and/or teams in breach of these rules may be suitably and proportionally penalized as decided on the forum by the other teams in unison.
7) If these rules are questioned and/or no clear decision can be reached at the forum, the decision of the Galactic Counsil prevails. Failing even that, the Neutral Party in the council will break the assumed tie among the Captains.
Other than weighing in on issues on the forum and breaking ties, the Neutral Party does not have a vote in the council or power outside of those mentioned here.
8 ) The game ends when 2 out of 3 active players have stated such wish on the forum. At that point Erwin will be asked to end the Galaxy as soon as possible, and scoring will be determined as for a regular galaxy.
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We still need to discuss rule 8. I don't like it at all. We really should find a hard and fast rule to decide when the galaxy is decided.
I proposed the winning team having more score than all the other teams put together. That's probably erring too far on the side of safety. Perhaps something like: Top team has 150% score of the team placed second?
Registration Date: 06.01.2011
Posts: 217
Location: The Mountains
quote:
Originally posted by Ruger
So redshift is the new Multi? That one starts in 8 days.
Redshift is not the Multi. It is an R2 FFA in which the home-worlds are absolutely atrocious with no changes possible to make them anything other than liabilities.
This post has been edited 1 time(s), it was last edited by ZodRau: 15.04.2011 21:25.