– Standard game rules

The below list is game settings which are currently not voted on, and may not be changed without a majority vote or without a host rule being explicitly made in text before the vote.

Turn Timer: MPH Dynamic

Turn Mode: Simultaneous

Smart Timer: Competitive

Start Era: Ancient Era

World Age: New

City States: Firaxis Default for Map Size

Game Speed: Online

Map Size: Firaxis Default for Number of Players

Teamers Start Position: Standard

Start Position: Balanced

Temperature: Standard

Rainfall: Standard

Sea Level: Standard

All Games Modes: DISABLED

All Victory Conditions: ENABLED

Limit Turns: By Game Speed

Duplicate Civs and Leaders: ALLOWED

Barbarians ON for FFA and OFF for Teamers

Tribal Villages: ENABLED

Teams Share Visibility: ENABLED

Map Pins: DISABLED (MPH)

NO GOLD OR STRATEGIC RESOURCE TRADING

NO MILITARY ALLIANCE 

 

– Victory screen ties

If 2 players get a legit victory on the same turn, highest slot order will get the victory screen, but it will be counted as a tie for 1st.

 

– City-State Capturing

You may capture and keep one City State as your own city, if you lose the City State for whatever reason you may not capture another (Unless it is a City State you previously took). Any further City States you choose to attack for whatever reason must be razed. If another player has captured a City State and that player owns the city, you may capture and keep that city. (i.e Every player has 1 token that can be “used” to take a City State, they may only use their own token once, but they can also steal other players used tokens) Any Great People that give consumes a City State, giving it to your empire DOES NOT count as capturing a City State

 

– City trading

Trading cities between players is not allowed by default.

 

– Liberating cities

You may liberate any city so long that it does not bring a computer AI back into the game. In the event of a player losing all of their cities, they can only be brought back into the game on the same turn.
*This rule does not apply to City-States

 

– Great Person auto-recruiting and passing and late-turn passing

A Great Person must be recruited or passed before the last part of the turn.

Passing a Great Person so late in the turn that it causes an opposing player to auto-recruit an unwanted Great Person is unsportsmanlike conduct.

Auto-recruiting a Great Person with the intention of abusing slot order is unsportsmanlike conduct.

When half the turn has expired, any player with the option may be asked to take or pass. After warmoves, this has to be the first action of their turn. At a quarter remaining in any players turn the game may be paused and only resume when the player with the option has announced their decision.

In a teamers game, a team that was forced to auto-recruit an unwanted Great Person or was denied a chance to recruit a Great Person due to slot order is entitled to a relobby.

Great Person recruiting issues are not causes for a relobby in an FFA game. Failure to recruit or pass a Great Person for an extended period of time in an FFA game is unsportsmanlike conduct.

 

– Trading with AI civilizations

Since the AI is known to make absurd deals, trading with an AI is not allowed with the exception of peace deals and ceding cities. This is not to be confused with sending trade routes. Sending trade routes to other players (including AI) is always allowed, even in No Diplo games.

 

– Changing captured city-state names

A player may never change the name of a captured city-state. This is to avoid the appearance that a player is trying to hide the fact that he/she captured a city-state, in the hopes of getting away with capturing another one.

 

– Different war moves

Players must replicate their actions if the game relobbies on the start of the turn or a previous turn. Different significant actions like war moves, great people recruiting, and chopping walls or wonders may lead to a relobby and/or infraction

 

– Intentional Feeding

You are not allowed to expedite being eliminated from the game. This could include not defending yourself, inviting others to conquer you, etc.. This is worse than quitting since you are putting up less of a fight than an AI would.

The way a player votes in World Congress will never be considered intentionally feeding.

 

– Leaving a game

The host will let you know if a vote has successfully ended the game. The FIRST player to leave without host approval may be subject to punishment if the vote or game was not over, as this tends to cause a chain effect of people leaving when they shouldn’t. If host permission is received, and can be proven (get it in writing) then the responsibility for any improper concedes, scraps, irrelevancy votes lies with the host.

 

– Diplomatic Victory in Always War

In any Always War game (FFA/Teamers/Tournament game), the Diplomatic victory option should be turned off when the lobby is first created.

 

– Re-lobby

If you wish to have a relobby for something that does not normally require one, like if you lost a settler to a flood on turn 4 and want to relobby to turn 2, you may now request one. It requires 66% or more of other players voting plus.

 

– Desync

A player desynching (and at war) may request a pause to let him resynch in the game. Any player made aware or hearing the request of the player must pause the game. Failure to pause the game will lead to a relobby of the game at the beginning of the turn and completely new war moves for all involved players.

Once the game commences (With or without a pause, a relobby cannot occur)(before first action)

If a player who is desycning is at war, any player involved in the war may request a relobby and be granted it after the next turn rollover

– Relic Trading

Relic trading is not allowed in Teamers matches before turn 20, so as soon as turn 20 starts you can trade the item with your teammates.

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