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Old September 13, 2002, 09:52   #1
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RAH Rules: The Continuing Evolution
Under Ming's strict orders ( ), here is the new thread. New readers that missed the first thread may want to read it, as it helps illustrates how these rules have evolved (link all the way at the bottom 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.


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, 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, 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), 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 except Great Wall (may agree to eliminate certain ones in duels), 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 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.

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.
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.
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.
Settings Preferences thread - rah posts up rah rules, and the origination of such rules.
RAH rules: Description and Origination of - the first thread.
CHEATS (ver 3.0) Hosted by Ming - Ming's great big list of cheats.
Scouse Gits' Hut and Special Finder 1.3 - 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; January 13, 2003 at 13:04.
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Old September 13, 2002, 10:06   #2
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Thank you...
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Old September 13, 2002, 11:10   #3
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Thanks CW, now I finally noticed the diploguiding addition.

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Old September 13, 2002, 11:19   #4
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CW... you might want to add this thread at the bottom as another reference...

http://apolyton.net/forums/showthrea...9&pagenumber=1

This is were we put most of the cheats discovered at that time into a single thread... Plus, I'm not sure we have covered all of them in Rah rules yet
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Old September 13, 2002, 16:38   #5
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Why don't YOU go through the list and see if anything needs to be included?

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Old September 13, 2002, 19:31   #6
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mods getting the peons to do the grunt work
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Old September 14, 2002, 18:08   #7
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Gee, since I asked Ming to check it, you must consider him a peon.
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Old September 16, 2002, 14:19   #8
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peon? probably the most benign insult Ming's ever received (at least since he's been mod)
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Old September 16, 2002, 17:44   #9
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Quote:
Originally posted by ColdWizard
peon? probably the most benign insult Ming's ever received (at least since he's been mod)
A PEON... Well, now that you mention it, I guess I am a Peon here... BUT I'M MARKG's AND DANQ's PEON... not yours
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Old September 17, 2002, 08:08   #10
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*cough* *cough*
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Old September 21, 2002, 17:42   #11
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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.

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Old September 24, 2002, 02:00   #12
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It is too bad that sometimes we do end up with AI's because somebody dropped...

Nothing worse than having somebody leave for whatever reason, and then watch the AI bribe your cities... or march the crusaders up...
Thank god the AI is an idiot when it comes to combat
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Old September 24, 2002, 02:03   #13
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why don't you make it so that the civ is killed upon retirement?
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Old September 24, 2002, 02:28   #14
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Quote:
Originally posted by Makeo
why don't you make it so that the civ is killed upon retirement?
which is the lesser of two evils... hard to say. if the civ is killed off on retirement, it frees up way too much land on the little rocks that we usually play on. I would prefer to deal with an idiot ai, then deal with a a quarter of the map now being up for grabs. The whole purpose of playing on small maps is to force interaction between players. While there is still land to expand on, there is no reason to fight for what little there is.
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Old September 24, 2002, 08:25   #15
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Quote:
Originally posted by Ming
While there is still land to expand on, there is no reason to fight for what little there is.
Agreed. And sometimes the person that drops is pinned in my one person, who then gets quite an advantage of first crack on the new lands. The other night I had a good tech lead and was waiting for all the land to be claimed to start building the attacking hordes, but I never ran out of land to settle. Settling empty good land is always more cost effecient than taking it. (unless your opponent doesn't defend)

Which is why I like playing on small worlds. The land is grabbed quickly and makes war more attractive.

Nothing worse than preparing the hordes and then the player drops, the AI build the GW and between that and your senate, NO WAR FOR YOU>

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Old September 24, 2002, 13:18   #16
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Yeah... I just love it when a player drops, and he happens to be right next to you. Especially in Republic.
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Old September 27, 2002, 09:41   #17
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updated with that no contact with ai thing

Quote:
Originally posted by rah
Nothing worse than preparing the hordes and then the player drops, the AI build the GW and between that and your senate, NO WAR FOR YOU>
tweak the rules.txt again to take out the GW (just set it's prereq to no)
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Old September 27, 2002, 13:18   #18
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Quote:
Originally posted by ColdWizard
tweak the rules.txt again to take out the GW (just set it's prereq to no)
That would have a slightly different impact on the game than it is now. Quite often I start building the GW and switch to another wonder when I learn the pre-requisite tech. I believe what you suggest wouldn't allow that anymore. Just something to consider.
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Old September 27, 2002, 17:37   #19
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Good point. One question though. What if when you near completion, all the other wonders have been built and you aren't going to get the pre-requisite in time. You can try to neutralize shield production to zero, but that is harder in a 2x game.

Do you build the infamous 600 shield elephant or pikeman?

But I guess that wouldn't happen since no one ever build the embassy in our games.
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Old September 30, 2002, 14:14   #20
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Either zero out shields or put city in revolt and max out trade
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Old October 8, 2002, 09:27   #21
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Sometimes you can't zero out trade in 2x, and how long can you keep the city in revolt?
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Old October 22, 2002, 09:31   #22
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Shameless bump
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Old October 24, 2002, 00:42   #23
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So what do people think now that we have been playing with an extended Oracle for awhile?

I personally like it. It gives you another happiness wonder to shoot for that's actually worth something.
When you miss HG by a single turn, it still hurts, but at least you can switch to it and still have a cure for some of your happiness problems. I give it a big thumbs up!
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Old October 24, 2002, 08:24   #24
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Yes, it actually gets build now. It seems that some people will now bypass mics and head straight for gunpowder if they can build oracle. Thumbs up on that change.

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Old November 2, 2002, 04:35   #25
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We've seen Mics built less and less in our games. Nobody really seems interested in going down the religion path now and our opting more for invention.

It just provides more options now!
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Old November 2, 2002, 20:04   #26
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Quote:
Originally posted by Deity Dude
That would have a slightly different impact on the game than it is now. Quite often I start building the GW and switch to another wonder when I learn the pre-requisite tech. I believe what you suggest wouldn't allow that anymore. Just something to consider.
it would also prevent people (people that are drunk or have memory problems, for example) from accidentally building it if they forget to change it to something else
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Old November 14, 2002, 11:27   #27
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Yep, sometimes the beer causes problems.
Nothing like Watching someone build a wonder that is already obsolete. Or someone building GL in a duel.
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Old November 14, 2002, 16:39   #28
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Quote:
Originally posted by Ming
We've seen Mics built less and less in our games. Nobody really seems interested in going down the religion path now and our opting more for invention.

It just provides more options now!
It seems to me that everyone is going on the same techpath now, it might give more options but not equal ones it seems.
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Old November 14, 2002, 16:50   #29
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Naw, there will always be the trade guys that will shun invention for as long as they can to keep their bonuses up. And while fewer are rushing toward mono, it just comes a little later in the game. So the choices aren't really changing as much as the timing is. So some will think there are now more choices, while others with think the best path is now clearer which translates to fewer choices.
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Old November 22, 2002, 11:30   #30
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Another shameless bump to keep it on the first page.
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