DeletedUser15357
Guest
Since people still after all of these don't know it. Here it is in black and white:
The Refugee Rule: This is when an alliance and/or player(s) have been attacking and have plans to take a city or multiple ones from a specific player or group of players depending on the circumstances (alliances as a whole are excluded; "group" is defined by no more than 5 players) and those said players "run" from one alliance to another for protection. The attacking alliance leadership/diplomat must call for Refugee rule to the new alliance and give specifics such as player name, why they are claiming the rule, and reports to support their story behind the claim. Failure to provide evidences may result in declination of the rule! It is then up to the leadership teams on both ends to decide to either start the timeframe of the rule at the start of the claim OR the start of the runaway(s) entering the new alliance. If you are on the receiving end of this mail, you MUST accept the rule and terms SO LONG AS everything above is provided. If not, you may decline the rule.
Protection is defined by political or military aid (Hiding behind a NAP/Pact or hoping the new alliance will send support to the runaway player).
Below is the standard since US1 (Alpha) for all US WORLDS.
For worlds that are..
Speed 1 & 2 --> the Refugee Rule lasts 48 hours.
Speed 3 & 4+ --> the Refugee Rule lasts 24 hours.
During the time of which the RR is active, the alliance that claimed it has the set time above to conquer as many cities as possible from the player(s) of which they claimed it against SO LONG AS everything has been accepted. The New alliance must NOT under any circumstance provide aid to the refugees through any type of support, spells, or sending of resources.
If the new alliance fails to accept the terms, even after all proofs have been given, it is then up to the claiming alliance to decide the best course of action from there (War, let the runaway go, or attack anyways).
MODS: can you please mark this as important or sticky it or something so all can see please? Thanks
The Refugee Rule: This is when an alliance and/or player(s) have been attacking and have plans to take a city or multiple ones from a specific player or group of players depending on the circumstances (alliances as a whole are excluded; "group" is defined by no more than 5 players) and those said players "run" from one alliance to another for protection. The attacking alliance leadership/diplomat must call for Refugee rule to the new alliance and give specifics such as player name, why they are claiming the rule, and reports to support their story behind the claim. Failure to provide evidences may result in declination of the rule! It is then up to the leadership teams on both ends to decide to either start the timeframe of the rule at the start of the claim OR the start of the runaway(s) entering the new alliance. If you are on the receiving end of this mail, you MUST accept the rule and terms SO LONG AS everything above is provided. If not, you may decline the rule.
Protection is defined by political or military aid (Hiding behind a NAP/Pact or hoping the new alliance will send support to the runaway player).
Below is the standard since US1 (Alpha) for all US WORLDS.
For worlds that are..
Speed 1 & 2 --> the Refugee Rule lasts 48 hours.
Speed 3 & 4+ --> the Refugee Rule lasts 24 hours.
During the time of which the RR is active, the alliance that claimed it has the set time above to conquer as many cities as possible from the player(s) of which they claimed it against SO LONG AS everything has been accepted. The New alliance must NOT under any circumstance provide aid to the refugees through any type of support, spells, or sending of resources.
If the new alliance fails to accept the terms, even after all proofs have been given, it is then up to the claiming alliance to decide the best course of action from there (War, let the runaway go, or attack anyways).
MODS: can you please mark this as important or sticky it or something so all can see please? Thanks