Rule 1 - ANNOUNCMENT OF WARS
All player vs. player wars must be announced with reason given. Even if the reason is trivial or percieved but not true, it MUST be stated everytime, no exceptions. You are encouraged to state reasons for ALL wars, for roleplaying and diplomatic richness, but it is not required by rule, just frowned upon.
Rule 2 - UNCIV WAR BAN
No "unprovoked" agression toward uncivs before 1845. There are some exceptions. I dont count those in the Med as being included here, there should be a heavy European presence there early, and it doesnt throw off game balance. If you get an event putting you at war with an unciv, or if by some godforsaken reason they DOW you, you may proceed as usual.
Rule 3 - HUMAN NATIONS CONTROLLED BY AI
Do not attack a AI controlled player nation. If a war comes defend yourself, but dont rape them. THESE WARS CAN ONLY END IN WP.
Rule 4 - NATIVE TROOP LIMITS
limit native troops to no more than 1/2 the total number of regular troops (1/3 of total army). All cultures whose home nation is not civilized at the start of the game is considered native for the whole game. For instance, if Korea civilizes and you annex them, those troops are still native for these purposes eventhough they are actual regulars. This will prevent people from building all foreign armies with the huge MP uncivs.
This does not apply if you give a colony statehood, the regulars there would be OK. So the only real situation we are changing is if you conquer or aquire territory that is now civilized, but was not in 1836. If you conquer them as unciv, then somehow statehood them, it is OK.
Also, you must strictly watch your cultural support limits. For each culture, you cannot have more divs that can be supported by pops. IE, French 60/50 would be a no-no. When you build divs, make sure you have the pops to support. This will be checked regularly.
Rule 5 - SPORTSMANSHIP
Keep any snide or inflamatory comments to yourself. The air of sportsmanship must be maintained at all times.
Rule 6 - COUNTRY CHANGING
No switching countries. If for some reason something catastrophic happens like the UK overruns your entire country, then we can negotiate a switch, however, the country you switch to must be roughly the same standing in the world as your original country. You cant switch countries because you screwed up, or arnt happy with your power level.
Rule 7 - COLONIAL WARS
No colonial wars agaisnt human players, (unless unciv or both agree)
Rule 8 - TAKING CLAIMS
If claims are taken in a war that allow a claim to be formed, it cannot be claimed unitl post-war.
Rule 9 - TECH TRADING
Each nation is limited to 1 aquisition per 5 game years. This will be checked against the starting values for each nation periodically. IF YOU RECIEVE A TECH FROM EVENT, let me know immediately so I can mark it down. You can accumulate trades, ie if you don't use a trade in 5 yrs it isn't lost, you can use them afterwards. You cannot take "advance trades" though, where you use future accumulation to trade now.
Consequences:
There will be "punishments" for breaking rules to ensure we dont get someone that forgets after 20 game years. The rules are enforced by the GM. In addition, the GM can make determinations in-game for unethical conduct.
1st offense - your treasury and Research are edited to ZERO. In addition, if the offense is blatent or severe you will be assesed a debt of 25% GDP.
2nd offense - 1 session suspension (no sub)
3rd offense - removed from game