I've successfully installed BUFFY 3.19.0.3.whatever.more dots... and opened BoTM 28 with no warnings showing up.
I still need to familiarize myself with the xOTM rules as I've never played one before.
I'd recommend the basic SG rules (no unit moves beyond your set, no city governor, etc.)
-general worker moves
-builds/whips
-how to treat with each leader (we'll have to refuse 'We ask for your assistance in fighting ..." every time most likely for example). This will probably be determined early on however.
-special city citizen assignation
gp: production for instance)
We can either be very strict about this (plan down every single move) or just make 'general' plans.
Turn set length: well, this depends on a few things. 15 turns sounds right early on (10*1.5) but we know so little about the map that I'd wait before making this final. Sets can be shortened later on when there are many units to move
I'd suggest the player finishing the round post a 'summary' of things to be done, and the general direction he wanted things to go during his set. This can be done in a post right after the report, or at the end of the report. I'd like to leave around 48 hours for discussion from where the save is submitted. From the time the 'plan' is agreed upon, it depends on how much time the player has. 24 hours could work but I would make this max 48 hours.
So to recapitulate...
-24 hours for 'got it' (hopefully we don't have to skip too often) [0-24]
-48 hours for discussion [0-48]
-24/48 hours to play [48-72/96]
Those should be upper bounds and any longer = skip.
As Duckweed said, if you feel you'll be too busy for playing, just mention it ahead of time so that we don't waste time. It takes 2 minutes of your time and saves the team hours of frustration
I don't think the Captain should be 'forced' to do all that work by himself (unless SGOTM rules say otherwise).
The player whose round is coming up should do the summary/check for divergence... this is the best preparation to his turnset.
Duckweed seems the best candidate for strict timing. dingding OTOH is very well worded.
I don't really mind tbh but I'll vote for Duckweed since he's the one that got the team on its feet. (Duck feet, that is!)
I still need to familiarize myself with the xOTM rules as I've never played one before.
I'd recommend the basic SG rules (no unit moves beyond your set, no city governor, etc.)
To add to what dingding said:Questions: what should be proposed in the plan and how many turns is proper for a set?
-general worker moves
-builds/whips
-how to treat with each leader (we'll have to refuse 'We ask for your assistance in fighting ..." every time most likely for example). This will probably be determined early on however.
-special city citizen assignation

We can either be very strict about this (plan down every single move) or just make 'general' plans.
Turn set length: well, this depends on a few things. 15 turns sounds right early on (10*1.5) but we know so little about the map that I'd wait before making this final. Sets can be shortened later on when there are many units to move
24hours for 'got it' is good.3. Timing -- The most popular rule is 24/48, which means that you need to download the save and post a "got it" message in 24 hours once last player upload the save, otherwise you are automatically skipped. I think 24 for "got it" is good, but 48 hours to finish the play is too tense as the discussion may take longer.
Your preference and suggestion?
I'd suggest the player finishing the round post a 'summary' of things to be done, and the general direction he wanted things to go during his set. This can be done in a post right after the report, or at the end of the report. I'd like to leave around 48 hours for discussion from where the save is submitted. From the time the 'plan' is agreed upon, it depends on how much time the player has. 24 hours could work but I would make this max 48 hours.
So to recapitulate...
-24 hours for 'got it' (hopefully we don't have to skip too often) [0-24]
-48 hours for discussion [0-48]
-24/48 hours to play [48-72/96]
Those should be upper bounds and any longer = skip.
As Duckweed said, if you feel you'll be too busy for playing, just mention it ahead of time so that we don't waste time. It takes 2 minutes of your time and saves the team hours of frustration

Last , we need a captain who can be strict with the Timing. There are other works for captain, such as writing a summary, and checking for divergence. Allow me to escape this since there are better candidate here.
I don't think the Captain should be 'forced' to do all that work by himself (unless SGOTM rules say otherwise).
The player whose round is coming up should do the summary/check for divergence... this is the best preparation to his turnset.
Duckweed seems the best candidate for strict timing. dingding OTOH is very well worded.
I don't really mind tbh but I'll vote for Duckweed since he's the one that got the team on its feet. (Duck feet, that is!)