Expert + One Game Format (Freeciv-web)

This article defines the Expert+One game format for longturn multiplayer games at Freeciv-web. 
Expert players often wish more challenge in games with non-experts. Non-experts often prefer compensatory balance when playing with experts. The EXP+1 format does not intend nor pretend to achieve parity. It intends to lessen skill contrasts for a more enjoyable game. 
== The Format ==
👉🏻 Alliances can only have one expert. 
👉🏻 Alliances with an expert are limited to 2 players. 
👉🏻 An "alliance" is defined as in-game alliance status and mechanics, and the ability for nations to claim victory together.
👉🏻 Experts are to inform the GM of their participation when they join the game. 
The above are the rules. The rest of this page is for preventing exploitative play, ambiguities, disputes, and loopholes.
==Clarifications==
Clarifications ensure the format rules are interpreted by all players the same.
1. Experts can have no more than ONE ally. That one ally may not be expert. 
2. If you have an expert ally, you can't have other allies. 
3. An expert must inform their ally that they are an expert. 
* Everyone has a right to know if their ally is an expert.
** You can ask the Gamemaster. Show a screenshot establishing allied behavior.
4. An expert alliance can "divorce"
* There is no "speed-dating." No switching allies often or recklessly.
* New alliance can't happen until: both parties are aware of the break and the GM is informed. 
5. Expert nations/alliances may not use deceit to create larger pseudo-alliances. 
* Expert nations may not fool others to think they are your ally. If someone thinks they're your ally, you are a violator.
*Expert nations/alliances may NOT trading tech/intel/maps/strategies with nations who falsely believes you're their ally.
*A non-expert is unlimited and can do all forms of deceit until such time as they have an expert ally. Then they become bound by all the rules for expert alliances.
6. Except for the above, all nations and alliances share the same rules:
* All nations and alliances are allowed to trade tech with any other.
* All nations and alliances are allowed to trade intel, maps, and vision with any other.
* All nations and alliances are allowed to cooperate with other nations and alliances against a mutual enemy.
== Interpretations ==
#Ambiguities and uncertainties in the rules are to be interpreted publicly by the GM, and not by yourself.
#*You must ask the GM for any question of legality. If in doubt, don't interpret.
#*GM interpretations should be made public and equally accessible by all.
==Examples of what's not allowed==
This is a partial list. It may grow if needed.
#Alliances limited to one ally may not do temporary alliances to other nations to avoid ZOC issues.
#Acting in a way that causes other nations to be in violation of the rules, means you have violated the rules also.
# As always, certain global rules apply to all game formats:
#*Quitting and setting up all cities for another player, without arranging GM approval.
#*Supernatural or Multi-agency - not playing as a real or serious player in the national self-interest.
#**Irrational or suicidal play to assist another player or alliance.