Rules Here is a first draft of the rules, feel free to suggest additions or changes:
1) Remain within the mechanics of the project. The technology level is somewhere between Ancient Greece and Ancient Rome. There is no real magic.
Horse and carriage is common, hot air balloons are possible, jet fighters are out of the question.
2) Don't commandeer another player's actions. If you want to say that you're going to just move into someone's territory, that's fine, but don't assume control of another player's reaction. You can declare war without consent, but the opponent has the freedom to react.
3) Don't play god. A sudden earthquake that smooshes your opponent while leaving you alone is possible, but very unlikely, and deus ex machina will be frowned upon.
4) Major (global) effects require a vote to be effective. They aren't very common either, so don't depend on floods to meddle with your neighbors. Feel free to cause disasters to your own people, as long as the effects aren't felt by neighbors without a vote.
5) A reasonable amount of time must be given for someone to react to your propositions. If you declare war on a neighbor, don't immediately declare that you've trampled their villages. If the person hasn't responded in a resonable timeframe, feel free to advance some more. Reasonable times for response will be decided upon shortly.
6) information from the OOC board doesn't automatically transfer to the IC board. Everything in IC is known in OOC. If two people are discussing invasion of a third in OOC, the third player's nation doesn't automatically know of these plans. The activity of spies is determined in OOC to determine what knowledge might be found out.
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