I have looked into the matters that have been referred to (which the exception of what OT4E is mentioning where he states that "this game is unfair" - I have no idea what you mean by that OT4E - please feel free to PM me or tell me on Skype), and indeed there has been no use of any mechanic that is outside the normal game mechanics. Indeed one specific occurence of a game mechanic that was used was surprising even to me, but it's well within the game mechanics so I can only conclude that it was within the rules.
The end game turns, with lots of wars going on and a lot of units that needs to be moved, take a long time for sure. Also, the technical difficulties we've experienced this late summer/beginning of autumn hasn't helped on the turn pace, so part of it has to be blamed on that - but my personal opinion is that it would be of great help to both the game interest, the players, and me as the host if the time it takes to complete a turn is reduced greatly. It's unlikely that we can get each turn completed within a day or two - but it should be possible to complete each turn in three to five days (five being a long time though). If the turns are reduced to five days (if that is what is needed), we're looking at 125 days for 25 turns, which means the game should be finished in about 4 months.
Far better than 1 year, obviously.
If any team refuses to call the game at this point, we need Uciv to play their turns and not just let the timer run out. If noone from their team is willing to play, we should find a sub for their team that will play their turns in a timely fashion. Finding a sub, however, is a real challenge for a game with this turn pace....
While the APTMod is a good idea, and I like it's control aspects, I have to admit that I find the turns take too much time when each turn split gives every team an equal amount of time on the clock. Normally we would have the timer on 48 or 72 hours at this point of the game, and the clock would run out unless some team paused the game. But when the clock runs at 36 hours times 4, obviously the turns are going to take a long time - and frankly, it's no wonder people have lost interest in the game considering the excessive time each turn takes.. The idea of a MTDG is that teams should participate in making decisions together for what the teams should do, but at this point of the game it seems that the decisions being made on turn playing are left to 1 or 2 players, and the team thing is basically a thing of the past - left behind 50-100 turns ago. The main reason for that is twofold: 1) lack of turn reporting, because just playing the turns take so much time and effort that the mere idea of reporting the turns is just too much, and 2) the turns take so long to flip that people have forgotten just about everything that happened last turn when the turn rolls, except for the turn player(s). This is why I strongly believe that games need to have a strict turn timer regime, where pauses are only used when they're actually needed - not more or less every turn - and this
especially goes for games that are played like this in an MTDG setting.
As things are, if UCiv doesn't report within one week from now, I suggest we disregard them as a voting member of this decision, and that we only count the votes from teams CFC, CP, Apolyton and CivFR. It is a strong possibility that UCiv has not played their turns simply because they no longer care about this game.
Edit: About the war turn order suggestion, 2metraninja, I believe I can modify the war turn order in the APTMod control panel - but for me to be able to do that I need to know exactly who to put in what half of the timer. Could you please provide me with that information, and I will do that first and foremost, while we continue to discuss these issues?