To open: let me remind the reader that I am attempting to separate the ball from the man and that this post is aimed at playing the ball. I am not sure that I have fully managed that in this post but I am sure that I have made an honest attempt.
Firstly, 2metraninja discusses a double move that nothing in the game, even sequential moves, will remove ... here is the quote (note that I have edited it a bit for focus) ...
Despite technically correct (units keep their movement), there is still ways to double-move with units gifting.
DNK is absolutely right here that with gifting units there can be made a double- move. Example for clarity:
A is first in the turn order while at war with B. A plays and finish his turn. Then B plays his turn and sees there is weak spot in A's defense and A cant bring any units to defend next turn and advances to threaten that weak spot. Then C logs in, sees the situation, discuss it quick with A and decides to send him reinforcements. C is not at war, so he can move his units after B, gift them to A and those same units once under A's control will have full fresh movements in the beginning of the next turn to wreak B's plans effectively double-moving B.
... and added a further item in a subsequent post (again, edited for focus) ...
In this particular case I am pointing out a flaw in the detailed rules, which obviously was missed/overlooked by Ruff and even after pointed out by DNK, he still dont get in under attention.
2metraninja is right - I did miss the particular situation that he has mentioned above. @2metraninja - thanks for your contribution to the discussion in raising this issue. I also mentioned nixing (or removing) 2d above. Maybe that is premature. Would you (2metraninja) like to propose a rule to address this situation? Or more broadly (and directed at all teams involved) ... do we want a rule to address this specific situation? Or more broadly still ... do we want a rule that attempts to address the general situation (ie something like 'Do your best not to double move your war opponent') that is unenforceable by law but is hoped to be enforced by honour?
Secondly, 2metraninja brings up rule 4e (and by extension 2g) in the draft rule set here ...
My (personal) desire is to have as less rules as it is possible and avoid gray and requiring interpretation rules like
... and the rules he is talking about ...
02. In Game Actions (excluding sequential game items)
g. Abusing Pauses - No team should abuse the game pause rule.
04. Out of Game Actions
e. Abusing Pause Requests - No team should abuse the Game Pause Requests rule.
2metraninja said:
What abusing constitute of?
Or writing tens of lines about not allowing possible shenanigans with gifted units, where you miss the most significant of them, which I pointed?
I'm not surprised that these have been raised as points for discussion. There are two ways to set down rules, namely:
1) Do this, don't do that
2) Be Good
One is a detailed list of things that you can and cannot do (or should and should not do). It is typically used in two situations: a) when there is a small range of options and you can list all of the options; or b) with young or immature people that don't know any better ('don't touch the stove, it is hot' or 'don't play in the street').
The other is a general directional rule and basically says 'you are mature enough to know what you need to do, so do it'.
The two sets of rules that I was combining (see the draft combined set above) was more in the first camp (do this, don't do that). This was ok and they did isolate some few concrete situations. However, I don't think our final rule set should head that way. Why? For two reasons ...
1) such a rule set for civ can never be fully complete and it is pointless trying (see 2metraninja example of a double move that was overlooked)
2) We are adults and don't need to be treated like children
As such, I included some 'be good' rules that attempt to set some over arching directions that we can (hopefully) support, agree on and uphold. The two rules that I have quoted above need to be read and thought about in conjunction with the proposed section 1, namely:
01. Rule Infringing
a. Infringing on the rules is not allowed.
Now, when you wrap this with the two above (and maybe some others) it would appear that they are not defined, are not enforceable, etc. However, I would argue that is missing the point. The object here is to make people stop and think and ask themselves 'is this pause (or similar) an unnecessary delay' or 'an abuse'? Of course everybody's definition of 'unnecessary' and 'abuse' will differ, but that is why the balance of '01 Rule Infringing' is written that way ... in the end, it will be the game admin that makes that call. As the game progresses, we will all learn how the game admin thinks and disagreements will reduce as a result. Also, I expect that teams will be weary of inducing the 'boy the cried wolf' scenario.