Uri, I know you get the feeling the entire world is against you with this (which is kinda true), but please take a step back, take a deep breath and take a new fresh look at the case and your options. Preferably after a night sleep and after you have talked to Ice Eyes.
I don't want you to leave, I want to see you kick some ass, as you claimed you would. But I want you to do that fairly,
within the rules and without using obvious loopholes in the rules to your advantage. In my opinion you should have notified us, and certainly Ice Eyes, your team mate who is not even aware of this strategy nor this discussion, of this possibility and loophole, so that we could have taken appropriate steps beforehand.
You build forts in enemy territory, blocking off Riverrun and Tully's armies and effectively taking all his southern castles on turn 2 and 3, without Tully being able to do anything about it. In my opinion, and that of all fellow hotseaters, admins and gaming staff that have posted here, that counts as an act of war against House Tully and should not be allowed under the 1 turn peace rule.
Now place yourself in Tully's position, what would you have done in this case? The only obvious thing would be to point out that fort building is in fact an act of war and is part of the one turn peace rule for a long time, active in all other hotseats.
In the Championship hotseat, over 6 months ago, we had a similar problem and there we agreed it was not fair and that the addition should be in every hotseat after that one (Mithridate already quoted from there). Since then, this rule clarification has been, written and unwritten, active in all hotseats using the youngbloods mod. You damn well know this, as you agreed to this rule in Champ.
That we forgot to add this clarification of the one turn peace rule in these tournaments is entirely our fault, we should have noticed this loophole.
So, sorry everyone for this mess.
You point to the rule
in case someone preforms a trick\move which isn't forbidden by the rules that the admin does not like, that action (if it should be allowed or not) goes to a vote and if more then half the players agree then that rule will become valid next turn
as your defense.
But then I ask you, how can this rule apply to turn 1 and to a rule that only counts for turn 1? As you can see every player here, except you, agrees with that forts in enemy lands are an act of war and should not be allowed according to the one turn peace rule. Then in your opinion that change should be in effect next turn, which is pointless as then turn 1 is already over!
So almost everybody thinks this should be added, and it would be democratically to listen to this majority, so why then block it?
And you blandly ignore the most important
bolded rule of all. Admin's word is final.
So this discussion ends now. Please talk to Ice Eyes, take a night sleep to think about your decision to leave and come back tomorrow and then make the decision.
I would hate to see you leave, you are one of the top contenders.