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Old May 25, 2003, 22:57   #1
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RAH rules V: Attack of the Ferrets
Obedient as always to my elders' wishes , here is yet another new thread. New readers that missed the first four (four? ) threads may want to read them, as they help illustrate how these rules have evolved, though you'll have to wade through a bunch of spam , the links are in part 6. of this post. Settings are listed first, followed by what's not allowed and allowed, some quotes from rah on how the rules got started, a brief glossary, and some reference threads for additional reading.
(As for the title of this fifth installment, it's late and I'm too tired to think of something better )

1. Settings
Level: Deity
Barbarians: Raging Hordes
Production: 2x
Movement: 1x
Map size: 39x49 for 4 player, 37x47 or smaller for 3 player (map size varies, the only consistent factor is TINY ROCK)
Landmass: Large
Landform: Continents
Climate: Wet
Temp: Cool
Age: 3 Billion
# of Civs: 4 (ideal, 3 if necessary), no AI
Time limit: None
Huts
Turn-based

2. Special stipulations
2a. Not Allowed: Taking too long on your turn without good reason, Stealing Shields (see section 5.), unsinkable boats and non-crashing aircraft, contact with ai (see below), city bribes (see below), alliances, wonder trading, unit teleporting (includes caravans), tech trading, blatant cheats (map peeking, non-unit creation, sabotage proofing, cheat-o-matic, lag-related cheats, etc.), caravan re-homing, selling improvements/disbanding units after losing the city/unit, building the Great Wall in games of 3 players or less, hard feelings.

Contact with AI - One more addition when someone drops and the AI takes over. You many not initiate contact and you must refuse all contact with the AI.

NO city bribe - If the barbs take a city, you OR anyone else may bribe it. BUT, If someone drops out of the game and the AI takes over, and bribes one of your cities. Only the person that owned the city may bribe it back, since it normally shouldn't have been bribed in the first place. AND others should refrain from conquering the city until the original players has taken back control.

2b. Allowed: Incessant whining (see below), automated settlers, unit bribing, incremental buying, black clicking, tech stealing agreements, trade agreements (to allow caravans to be delivered), all other player arrangements (any agreements can broken when advantageous), all wonders (Great Wall is only allowed in games with 4 or more players, other wonders may be banned in duels on player agreement), pre-worked settlers, selling improvements/disbanding units before losing the city/unit, diploguiding, Scouse Gits' Magic Hut Finder Program (see below).

Incessant whining - mandatory while enjoying superior starting position with multiple trade specials, especially to annoy those less skillful.

The Hut/Special Finder - don't use it during your turn!

2c. Other: Restart on Artic Start (see section 5.), restart when host gets techs, try not to penalize player drops (reloading if necessary). Airbases, allowed only as real airbases, not allowed in city radius nor allowed to build a line of them to block air lanes. Upgrading warriors to muskets upon discovery of gunpowder is allowed, but further production of warriors after the discovery is not allowed.

3. rules.txt Modifications: Oracle expires with Industrialization.

4. Origination of (as posted by rah)
They are not called RAH rules because I made them up. They have just evolved over time with the group that we play with. The only reason they are called that is because in the early day's i had the fastest machine and a cable modem, therefore, I usually hosted. And they know the name annoys me
[and more from another thread]
Sounds like our early games with XIN, right after MP came out. We all cheated, trying to figure out what we could do. Every 30 minutes or so, XIN would say, found another one. It was always hilarious. After a couple of months we started to discuss which ones we would allow and which ones were banned. That was the beginning of "RAH" rules.

5. Glossary - definitions provided by: Ming, Scouse Git[1], rah, smash, Xin Yu.
Artic Start - defined by starting on the artic with no accessibility to the main continent within 3 squares of your opening position.
caravan re-homing - unlike normal units you cannot hit the 'h' key to change the home of a caravan - however the 'support from this city' option is available from within the city screen - this has led people to believe that rehoming is not an intended feature and hence is a cheat -- the advantage -- imagine all your caravans - even those produced by a poxy 2-city - being rehomed to your size 24 SSC and sent - well anywhere you like!!!
the cheat-o-matic - is a tsr that allows the game parameters to be changed on the fly while the game is running.
diplo-guiding - using a diplomat or spy (or other unit that ignores ZOC) to lead other units through an enemy's zones of control.
disbanding units - disbanding units in anticipation of losing the unit to bribery is allowed so long as it's done before the bribery occurs.
non unit creation - Move a unit from the city that it is homed to, to another city. Now this requires good timing. Open the screen to home it to the new city. Now wait till the machine is switching over to your turn, quickly press the homing selection. If you catch it right, the unit will not home to the new city but become a non-unit.
pre-worked settlers - You start a settler working on something, (like transforming grassland to forest, anything that takes longer than a turn)
Now before he finishes, clear the command. THe turns that he spent working are "saved up" the next command you give him, (if you planned it right) will allow it to be completed in one turn. Hence the term, "pre-worked". This was more useful in 1x1x games for fortress building. In 2x1x games a fortress can be built in one turn, so it's not as critical. BUT it still has many uses. Let's suppose you're sending a settler out to convert some terrain. But barbs pop up so you hold him
near a city for a turn to clear out the barbs. He can start his task and move out later without wasting any time overall.
Sabotage proofing - is similar [to non-unit creation]. when a diplo approaches your city, open the build queue and make ready to buy the item. When the diplo sabotages production, The shields that you had will still be in the box. Buy it up. No lose of shields.
Selling improvements - Selling an improvement in anticipation of losing a city to enemy attack is allowed as long as the sale is conducted prior to the loss of the city.
Stealing Shields - Suppose you have several cities close to one another. If you have all units stationed in these cities hosted by the first of which (in establishing sequence), maybe you can save the maintainance shields for them by re-host units while processing cities. Here's a demonstration. You have 3 cities A B C, in which A is your first city. All of your units in cities B and C are hosted by A. You rush build non-military units or buildings in B and C so that at the beginning of the next turn you'll be sent to city screens of B and C. While in city screens, you re-host units inside cities to B and C, respectively. Since B and C are processed before A, you save the maintainance shields for those units. You then move units in B and C back to A and re-host them before moving back, so that you can save again the next turn. Use of this trick to produce wonders in the same turn as discovering the requisite tech is also disallowed.
Unit teleporting - During your turn, you can move a unit... then gift it to your partner. He then gives it back to you and you can move it again in the same turn. Repeat... You can have unlimited movement. Really nice when you want to move a diplo in on some city.
Unsinkable boats - its done by just moving 2 spaces [or 1 less than its available movement], press W(wait) and using the end turn keyboard shortcut. Same techinque that is used to keep missiles and planes aloft forever if you want.

6. Reference threads
Xin Yu's FoA Thread - Xin's role in the development of disallowed exploits.
A couple of thoughts - More Xin
Settings Preferences thread - rah posts up rah rules, and the origination of such rules.
RAH rules: Description and Origination of - the first thread.
RAH rules: The Continuing Evolution - the second thread
RAH rules: The Neverending Saga - the third thread
RAH rules: The Rules Keep Rolling On - the fourth thread
CHEATS (ver 3.0) Hosted by Ming - Ming's great big list of cheats.
Scouse Gits' Hut and Special Finder 1.4 - It's all SG(2)'s fault .
The current setting up IP games thread - where most of the proponents of RAH rules find games, including the infamous rah himself!

Last edited by ColdWizard; July 6, 2003 at 05:12.
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Old May 25, 2003, 22:59   #2
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rah mentioned something about a warriors thingy, anyone care to refresh my memory on what that was about? (If no one wants the +1 ( ) I'll go back and re-skim the thread tomorrow )
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Old May 25, 2003, 23:49   #3
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Thanks Cold... I can understand why you might not have been able to find it
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Old May 26, 2003, 14:30   #4
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Quote:
rah mentioned something about a warriors thingy, anyone care to refresh my memory on what that was about? (If no one wants the +1 ( ) I'll go back and re-skim the thread tomorrow )


Its about allowing the mass wariorupgrade when you keep producing warriors after you invented gunpowder.
Each time you get a new tech the next batch is upgraded, musks for 10 shields

I think the consensus was that its allowed once, but after gunpowder you should change production away from warriors.

+1
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Old May 26, 2003, 14:50   #5
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That sums it up pretty nicely...
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Old May 26, 2003, 15:43   #6
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ATAWA, you know the rules, come on out and play
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Old May 26, 2003, 16:20   #7
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Timezones are a bit of a *****, but on weekends should work out

Edit: you cant call a female dog by her name on poly
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Old May 27, 2003, 00:28   #8
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spell it like this B!tich, we understand that lingo
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Old May 27, 2003, 08:12   #9
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Thanks for starting a new one. And Yes, Atawa summed it up pretty good.
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Old May 27, 2003, 10:50   #10
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Quote:
Originally posted by War4ever
spell it like this B!tich, we understand that lingo
Ughhhh... let's NOT do that. The owners have that word censored for a reason.

Since that's what they want...
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Old May 27, 2003, 12:14   #11
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Ah well, life's a female dog
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Old May 27, 2003, 14:26   #12
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SORRY MING.....
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Old June 4, 2003, 08:49   #13
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Another topic came up.
If you capture a city and it's producing a unit that you can't produce, what do you do?
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Old June 4, 2003, 09:50   #14
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You produce it if you want it.
It likes the possibility you get a tech you don't have by capturing the city.
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Old June 4, 2003, 10:11   #15
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Yes, but that's kosher. the question on the unit is.
1. must you change production right away.
2. let it complete but then must change it.
3. milk it for all it's worth.
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Old June 4, 2003, 10:14   #16
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Seems to me that the item being built is legitimate booty of the city capture. To the victor belong the spoils...

I tend to think of it as capturing the workers who were assigned the build task. They're yours to command.
Milk it, sez I...
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Old June 4, 2003, 11:35   #17
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Milk it if you want...
It's your choice. You captured the workers that had the knowleage... Capturing cities gives new knowleages and big advantages if you are doing it succesfully against more advanced civs.
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Old June 4, 2003, 15:14   #18
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When does this ever happen?
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Old June 4, 2003, 15:38   #19
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Usually if i'm taking enemy cities, I already have superior forces, but there are exceptions. And this thread is all about clarifying those exceptions.
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Old June 12, 2003, 06:10   #20
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Tbh I doubt this will ever come up.............but if it does you may as well milk it.
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Old June 12, 2003, 08:18   #21
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Hmmm, it was a great weekend for civ. We discussed a lot of rules. But due to all the booze, the one item I wanted to discuss here has slipped my mind.
War, do you remember what it was? Berz? Ming?
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Old June 14, 2003, 11:32   #22
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Yeah... thanks to all the drinking, I have no clue which new rule you are thinking of
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Old June 15, 2003, 12:19   #23
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all i remember from that trip was the drinking , the civing, the baseball and the golf....

oh and of course, the EATING....

i dont' have a clue what rule your talking about....

as far as the scenario above, I agree with Jrabbit....to the victor go the spoils

besides the odds of it happening often are pretty slim
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Old June 15, 2003, 14:28   #24
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Maybe Berz will remember, since he wasn't drinking as much as we were
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Old June 15, 2003, 15:53   #25
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Who won at golf?
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Old June 15, 2003, 15:59   #26
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Berz played better... but the big match was scheduled for the last day at Kemper Lakes. Unfortunately, rah's driver lost it's head on the second hole. And then the wind kicked up... it wasn't a fair test. Berz walked away the winner, but he was humbled in the process
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Old June 15, 2003, 18:40   #27
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Quote:
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, rah's driver lost it's head on the second hole.

The poor club could not handle the sheer power of this huge man.
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Old June 15, 2003, 20:21   #28
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The poor club could not handle the sheer power of this huge man.
What Ming didn't tell you was that the head came off after a nasty collision with a tree, which resulted from Rah's opening drive not exactly going to plan.
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Old June 16, 2003, 02:21   #29
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Quote:
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Who won at golf?
i did, i came first at coming last the whole time
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Old June 16, 2003, 08:21   #30
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Berz was the uncontested winner. I have no excuses. He played better. Maybe next year.
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