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For obvious settings errors, a Gamemaster (GM) can fix any such settings before T10 provided they do not affect any player and provided the GM fully announces such changes, giving at least 1 turn notice before making the change. A minority of players may need longer turns and be given them, in order that ALL players have time to play correctly.Ĩ.47h turns could judiciously be decided for very late game, very large nation(s), or any other conditions that help game integrity.After turn 100, an extension to 35h or 37h turns is common practice.After Turn 60, a 25h extension would be acceptable.Turn length extension will be decided by the GM after the first active player makes a public request.This meets the needs of players who have successfully grown large nations.Turn timer is typically extended in the late game of longturn games. Surrender does not equate to a victory declaration for others.

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You may declare victory for yourself or your own alliance only. Your alliance may be defeated and feel your surrender means victory for your enemies, but perhaps the opposing alliance is about to splinter or a small nation secretly built a large nuclear arsenal. Players are unaware of all game events.NEVER declare victory for anyone but yourself. Remaining online all day is unfair to everyone else.Ħ. A player should not be online for most the day.strong military power in influencing outcomes.Air unit actions would result in major swaying of outcome due to aircrafts' After T100 or the discovery of Flight, rules are slightly relaxed in favor of the one who wishes to RTS, especially if:.Violation of the above allows the other player to seek compensatory justice though moderation.NO PLAYER may take unilateral advantage during a Mexican Standoff, without (a),(b),(c), or (d) in place.In Mexican Standoff, players should negotiate to (a) come to their own agreement, OR (b) confirm an agreement to do RTS, OR (c) agree to alternate 1 (or 2) moves at a time, OR (d) stop moving and await GM moderation.The Mexican Standoff rule should be used: (1) as little as possible, (2) not for minor situations.During "Mexican Standoff" - whoever would request "No RTS" first would gain major advantage over the other:.(One hour BEFORE movements incur UWT next turn.) When there is 11h on the turn timer, for one hour.Ten hours after Turn Change, for one hour (after all UWT expires).One hour BEFORE and AFTER a Turn Change.There are key times when RTS is expected, allowed, and necessary. Yield to players who cannot log in multiple times per day, especially if you are online longer than them.Players who are online longer are EXPECTED to be MORE tolerant of No-RTS-requests, and the GM should consider this in their decisions.** Units on vigil are not considered RTS. * Units on an automated GOTO action that are delayed by UWT, are not RTS. In the case of a No-RTS-request, the request should be obeyed unless under one of the exceptions.It is encouraged to be sensitive to this even when a player does NOT make a No-RTS-request.In general (with exceptions*) players should be allowed to take their turns in peace without RTS.Real-time strategy ("RTS") is simultaneous military moves taken by both players in the same theatre of battle. GM judgments may be contextual, flexible. Long-term delegations can be approved by the Gamemaster (GM).Delegations can't be done before turn 3.It's any situation where common sense shows it is unfair or degrades game integrity.A more experienced player micro-manages moves for a less experienced player (instead of advising them).it lasts longer than a week with no attempt made for a replacement.(b) an idle nation would unfairly affect game outcome.(a) it lets a nation make self-interested rational moves at the right times, when it could not otherwise.Delegation's purpose is to maximize game integrity. At game start, GM may customize the victory conditions documented in the ruleset and the game settings.ģ. Idle players may lose their nation after 2 idle turns on Turns 1-5, Turn 6: idle 3 turns









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