03. In Game Actions (sequential game items)
Ok, I said I wasn't going to cover this ... and I won't (with rules). However, that won't stop me from pointing a few things out.
All of the rules about this item are only required because we don't want to fight a war simultaneously - we want to fight it sequentially. The reasons are pretty clear (for example: people with faster connections / quicker fingers win and that doesn't reflect better civ ability). The mod we have voted to play under forces the two opponents into individual segments of the turn. It does nothing during non-war.
DaveShack has suggested a three way split ...... but that still leaves some pretty big holes open. I actually posted a 6 way split that does get a little ridiculous but I think it doesn't have any holes in it ...
Quote:
Originally Posted by DaveShack
As I understand it, the mod can be set up to only log possible DM activity, while not preventing the login. If we went that route, with a clear understanding that movement in the wrong part of the turn is prohibited but other actions are not, then we could adopt my proposal of having 3 periods in the turn:
Team A moves and does other actions
Team B moves and does other actions
Both team A and B can do post-movement actions
... but that still leaves some pretty big holes open. I actually posted a 6 way split that does get a little ridiculous but I think it doesn't have any holes in it ...
Quote:
Segment 1 - player playing first can take non-unit moving, non worker actions
Segment 2 - player playing second can take non-unit moving, non worker actions
Segment 3 - player playing first can take unit moving actions
Segment 4 - player playing second can take unit moving actions
Segment 5 - player playing first can take worker actions
Segment 6 - player playing second can take worker actions
I am pretty sure that all of the above can actually be coded with a mixture of the DLL and Python.
That said, I am also pretty sure that no one would actually want to go to the effort of having to play each turn 3 times.
Another option is that we play a simultaneous pitboss game that is flipped to sequential pitboss game if someone declares war. Can that be done? And to overcome the issues of the pre-war turn ... if you want to declare war, you wait until everyone has played the turn, then announce that you are declaring war, the game is converted to a sequential pitboss game and everyone gets to play that turn again (with exactly the same moves). That last bit is unenforceable but we can trust people to execute it (can't we?).
I'm not sure if I need the next bit as this is something that I could be argued is Ruff posting and not RB Ruff Rule Debater posting ... but oh well ...