Well greenline has already talked about pillage farming. I’ve kicked off tactical DoW off the banned list because that was for Australia which has been nerfed. This leaves:
-Resource hiding ban. Upgrading is much more efficient than building units. You can make this artificially happen by hiding resources by using production queues. Very annoying to do, too. I was also concerned about faith purchases.
-Tactical blockades using DoFs. DoFs are unbreakable so you can block units if you have one and someone got mad. I supported them as it is obvious but no-one else did.
-Someone got mad for scouts providing support (+5 strength IIRC) because they are not military units. No one else did…
-After proposal DoF is offered forever. This is a problem so a rule was added that you have to accept or reject the DoF at once.
-Maori doesn’t have a spawn location for it. So people near that civ would have less space for cities. This might be okay for civ4/5 where there is a city-cap but civ6 doesn’t have one. People getting more cities than others is very bad, obviously.
-City gifting got banned because of losing teams dumping their cities to spite others. This more liberal rule (lurker approval) feels better. This was suggested by the German BBGM Quick speed game player.
-DoF DoW rule. You can declare as soon as the turn rolls over. This gives Player1 an edge for no reason and this rule corrects that.
-Desyncs caused by mods. Crashing the game is bad.

. People forget to unload mods all the time so I don’t see a good solution to this. Pretty sure that reverting and reloading would fix. Woden didn’t try this when it didn’t load properly for him as he was losing anyway.