01. Anonymous play (all players will receive an anonymous apolyton account, like "Greece (DoC)" which they will use for diplomacy (post and PM) and story telling (posts). The players behind the civs won't (immediately) be revealed. When players login to the game they must write down an anonymous name to keep their true identity hidden.
It is not allowed to reveal anybodies anonymous identity or to speak about these identities in private or public. During the game people may get more and more clues, but still keep their mouth shut.
Punishment for breaking this rule: losing 25% of the Fair Play Rating (for the entire game) per violation. (reason for punishment: no way to undo such a violation, unless someone finds a way to purge the info from our brains)
02. When rules are being broken the game will be reloaded. The host can reload immediately when a breaking of a rule is obvious. If it's not obvious to everyone the game will be paused (again) and conflict handling will be effectuated.
03. Civilizations that are at war or want to declare war have to observe the turn order which is set the turn before the war starts.
Thus: no double moves during wartime or when declaring war. Players are free to agree on a new turn order if all involved parties agree and this new turn order is published in the organization thread and all involved parties publish their agreement there as well. Every player gets at most 24h to make his war moves. The host will pause the game if the turn is about to advance in 1 hour while any player involved in the war did not have a chance to play his turn. When 24h have past the player just missed his turn. If the 2nd player in the turn order misses his turn he'll be first in the turn order from that moment on.
4a. Trading away a tech costs 1 voucher. All players get 8 vouchers. Vouchers cannot be traded away for anything but techs. (this means that civs can give away 8 techs, receive 8 techs for their vouchers, trade 8 techs for 8 techs or a combination of these options.)
4b. When 4 civs have advanced to the next age (ancient, classical, medieval, renaissance, industrial, modern) all techs of the age before the past age can be traded freely in a 1 tech for 1 tech trade without the need to spend vouchers. (If 4 players are in the medieval age, all techs of the ancient age can be traded freely, etc.)
4c. All tech trades must be reported in the Tech/Units trade thread. For '4a trades', only the 'giver(s)' must be reported. For '4b trades' the explicit deal must be reported. For '4b trades' the 4 civs that are supposed to have advanced into the next age must be listed along with the trade report.
5. City trades are allowed. Receiving a city back that you traded away in the past 50 turns is NOT allowed, unless requested in the org thread and nobody objects for ooc reasons within 48h.
6. Subs will always put '(sub)' behind their name when they login to the game. (ie. 'Emperor Augustus (sub)') tmp subbing for allies is allowed. Tmp subbing, for civs that lost their player completely till a perm sub has been found, is only allowed for civs that are not closely involved with the civ they wil sub for. (no neighbours, no enemies, no allies).
If a civ won't be played for 10 turns in a row or 20 out of 25 turns, a a perm sub will be looked for. Civs like this won't be annihilated.
7. No permanent vassalage (capitulation). The vassal must obey the terms made in a vassalage deal unless it's been freed (by a 3rd nation or by the master, or if the master doesn't live up to the terms). This rule is in place to find a way to get vassalages lasting longer then 10 turns without being forced to remain a vassal by game mechanics.
8. When 51% of the players for ooc-reasons think that a war should end then it must end. This to avoid that civs will be cripled too much by a war. The terms of the end of war are in such a case: immediate peace for 50 turns. It is advised for both parties to agree on the best possible terms for peace before this happens.
Such an end of war must be organized in the org thread. (ie. players must announce their opinion regarding the end of a war in the org thread).
Reasons for such an end-of-war vote are only OOC! Not IG (like: my allie is losing this important city)
(check dictionary of terms for the meaning of 'measured war')
9. The player who achieves the In game victory player gains #1 game-score position, no matter how much game-score he really has. (ie. Belgium 2290, Austria 2108, Canada 2085, Mexico 1984 VICTORY, New Zealand 1849; score: Mexico 5, Belgium 4, Austria 3, Canada 2, New Zealand 1)
10. The host will give his cellphone number to all players so that everybody can send him a text message when problems arise and no internet connection is available.
11. When the game has started rules can only be changed if 66% of the players agree.