RTS Chart

**Click** **here for the full-size chart.**

**Click** **here for the full-size chart.**

## Definition of RTS

RTS stands for "real-time strategy".

***In Freeciv, "RTS" is when two players simultaneously move military units in the same theatre of war.***

"NO-RTS" is when one player is allowed to make his moves in peace, and the other player is not making simultaneous moves to respond. Instead, the other player waits for the NO-RTS period to be over, before making the reaction moves.

## Why FCW has RTS rules.

If Player A is online more often than Player B, he could possibly make attacks one after another with no retaliation, because the other player is offline. Then when his Player B comes online, Player A could make real-time retaliation to Player B's attacks. This would result in unfair advantage to Player A, because he can attack when Player B can't respond, but can respond instantaneously to what Player B does. Player A is then rewarded for staying online all day and getting the both advantages: NO-RTS when he makes attacks, and RTS when he defends from Player B's attacks. On the other hand, Player B is always attacked when he's offline and can't respond, but when he comes on to attack, Player A is always making immediate tactical reactions and retaliations. It should be clear why this is unfair and unsporting.

One way that FCW fixes this is with the NO CAMPING rule. See the website #rules for more information.

The other way that FCW fixes this is with the rules for RTS, which is covered in this article.

## Gentlemen agreements

Players are encouraged to come to their own agreements such that each gets a fair amount of RTS and NO-RTS when going against each other.

## General rules and protections

General rules are in place for players who can't come to an agreement. Certain times in the turn have RTS allowed, and other times do not. These can be remembered as 3 separate phases of the turn where RTS is allowed:

1. An hour before and after Turn Change.
2. For an hour after the last UWT (unitwaittime) expires, 10 hours into the turn.
3. For an hour before the cutoff, where further unit movements incur a UWT in the next turn (that is, 11h to 10h left on the turn timer.)

## Full Rules, Clarifications and Exceptions

In general, players should be allowed to take their turns in peace without RTS. It is encouraged to be sensitive to this even when a player does NOT make a No-RTS-request. In the case of a No-RTS-request, the request should be obeyed unless under one of the exceptions.

Players who are online longer are EXPECTED to be MORE tolerant of No-RTS-requests, and the GM should consider this in their decisions. Be considerate of players who cannot log in multiple times per day, especially if you are online longer than them.

**There are key times when RTS is expected, allowed, and necessary.**

* Units on an automated GOTO action that are delayed by UWT are not considered RTS. For example, "GO-AND-ATTACK" orders that are under a unitwaittime delay.
* Units on vigil are not considered RTS.
* Players may deny No-RTS-requests:
	+ **One hour BEFORE to one hour AFTER a Turn Change.**
	+ **For one hour, AFTER the final UWT expires from last TC**
	+ Starting **one hour BEFORE movements start to incur UWT next turn:** (From 11h to 10h on the turn timer.)
	+ **During "Mexican Standoff"** -- if both players requested a "No RTS" and whoever asked first would gain such an advantage over the other player, that it could decide the game's outcome.
		- Each player should use the Mexican Standoff rule: (1) infrequently or never, and (2) not for situations more minor than similar requests made by others.
		- If there is conflict over this, players should negotiate either (a) come to their own agreement, (b) confirm an agreement to RTS it, (c) agree to alternate 1 (or 2) moves at a time between the players, OR (d) freeze the action and wait GM decision.
		- NO PLAYER may take unilateral advantage during a Mexican Standoff, if an agreement (a),(b),(c), or (d) is not reached. CONFIRM and COMMUNICATE.
		- A player's unilateral violation of the above without agreement or moderation allows the other player to seek compensatory justice though moderation.
	+ **After T100 or the discovery of Flight**, rules are slightly relaxed in favor of the one who wishes to RTS, especially if:
		- Air unit actions would result in major swaying of outcome due to aircrafts' •mobility, •ZOC, •iPillage, •strong military power in influencing outcomes.