General Voting
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Secretvote
All CC, irrel, and remap votes in FFA games must be conducted with the secretvote bot. A player intiating a secretvote must pause the game. The game must remain paused until the host declares the vote result. Votes within a team in teamers games may be conducted in the game chat. All required in-game votes be conducted via secret vote except for teamers CC votes. Votes to change the game rules or to allow a non-novice player to play in a novice game must also be conducted via secret vote.
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Vote Timing
All votes should be held in the last 20 seconds of the turn while the game is paused unless the game has already been paused for another reason. Voting must not take place during a break. If a vote has been requested it must be completed before another vote can take place or a break is started.
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Vote Resolution
All CC, irrel, and remap votes in FFA games must be conducted with the secretvote bot. A player intiating a secretvote must pause the game. The game must remain paused until the host declares the vote result. Votes within a team in teamers games may be conducted in the game chat. Votes to change the game rules or to allow a non-novice player to play in a novice game must be conducted via secretvote for both FFA and teamers games.
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Ties in votes
In the case of a tied pregame vote, the hosts vote is what determines the result. (For example, if there are 5 votes for Pangaea and 5 for Seven Seas, and the host votes for Pangaea, Pangaea wins)
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Leapfrogging
CC votes for leapfrogging (placing ahead of someone above you) must be agreed upon by all players being surpassed except for anyone being leapfrogged into first place. 3rd place player is still valid even if he is getting leapfrogged.
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Relobby voting
A player who wants to have a relobby for something that does not normally require one, like a misclicked settler or hotkey bug, may now request one. It requires 66% or more of other players voting in favor.
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Forcing Votes
Unsportsmanlike conduct includes, but is not limited to, the following:
- Threatening to quit or sub out of a game in order to attempt to coerce a vote.
- Attempting to find out how players voted in a secretvvote.
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Substitute and Irrelevancy Policy
A sub vote is not required as long as the substitute player is within two FFA ranks. If a player subs out or get a successful irrelevancy vote they must wait at least an hour after they leave the game before joining a new game. This does not apply if the player loses 66% of their cities.
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Conceding
– FFA Concede rules
- – The player in first place cannot initiate a CC and has no vote in the decision.
– The player who asks for a CC vote is considered in favor and must be excluded from the vote. - – CC votes must be 10 turns apart, unless there is a potential game ending issue, such as quit.
- – If a player takes a city on the turn of a concede vote, they have the option to delay the concede vote until the next turn. Players that have taken a city and wish to delay the vote must state that they have taken a city in chat before the vote has concluded.
- – If a CC vote passes, the host must announce that any player who wants to exercise a veto must DM the host in the game chat. If no players who hold vetos DM the host within 2 minutes, the host must declare that the CC vote passes. The host must not reveal which player exercised a veto.
- – Multiple CC votes are allowed to be attempted on the same turn if there is negotiation. However if a vote fails and the turns rolls over, CC votes must be unanimous until 10 turns have passed from the previous cc vote unless there is a potential game ending issue, such as a quit
Team Specific CC Rules
• Requires plus from more than 50% of the remaining players on the team for the concede to pass
• For multiple teams, use the table above and treat each team as a single + or – vote- Ancient Era Start
Turns 01-80 Unanimous Turns 81-100 All but 1 Turns 101+ All but 2 - Other Age Starts
Starting Age All but 1 All but 2 Classical (40) 91-115 116+ Medieval (71) 106-130 131+ Renaissance (98) 131-155 156+ Industrial (128) 156-180 181+ Modern (158) 176-200 201+ Atomic (183) Always ironman Info (208) Always ironman - – The player in first place cannot initiate a CC and has no vote in the decision.
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Vetoes
Vetoes only apply to FFA type games
SCORE:
• The players in 2nd and 3rd by score will both have a veto
SCIENCE:
• Highest science per turn
• Within 3 techs of the tech leader
• Launched earth satellite.
CULTURE:
• The player with the most foreign tourists will have a veto
• Any player with tourism per turn over 500 will have a veto
MILITARY:
• The player with the highest military score will have a veto
• Any player with 3 or more original capitals under their control
RELIGION:
• Players who have converted more than 30% of civs will have a vetoDIPLOMACY:
• Players who have more than 10 points will have a vetoPlayers with a veto must state, that they are exercising their veto, in order to continue playing the game during a concede vote.
Any votes that require unanimous approval do not start a 10 turn timer for the next vote. Spamming votes is unsportsmanlike conduct.
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