There is a loophole in the current ruleset that I find unacceptable, regarding combat and double moves.
I wish to make the following changes, and propose that we put this discussion up to vote in the main forum. Of course, if you all don't see the need for it then the proposal could stop here I guess, first step is discussing it amongst ourselves and then seeing if other teams should vote.
Red is my commentary
Reasoning: Don't know how this slipped through as it is, but there is a clear tactic/exploit made overpowered in these rules that I do not agree with. Namely, any team could "save" promotions on their units - not giving units promotions with their experience, to use promotions to heal when needed in a war against another team.
Of course, this is an unavoidable mechanic normally and I am not against the tactic as a whole, nor would I feel it would even be practical to try to outlaw.
The problem is that the ruleset gives one team a "free" time period just for promoting units, which seems rather unbalanced. Now, it may be that the intention behind the rule seemed to want to refer to units in battle the turn directly before, but this is NOT made clear. There is nothing that states that "saved up" promotions couldn't be used, and this would be almost impossible to police.
So while in general the first team to move in a simultaneous turns war may have a little advantage, an ability to exploit promotions and keep your army healed much stronger than an enemy is gamebreaking enough, and I'd rather have some sort of clarification.
As far as I can determine the game mechanic works the same for both teams regarding saved promotions; you can use a saved promotion on the same turn you attack with a unit - after the attack. With this taken into consideration I see no reason for an additional period of free promotions for the team playing later in the turn; indeed, it would only give them a chance to gain promotions from experience they did NOT have the prior turn and thus potentially unbalance a combat.
Examples:
A) What I think the Intention behind the rule was.
Civ X attacks first and damages a unit of Civ Y. Civ Y was at 4/5 experience and is now at 5/5 experience, and the unit sits around to heal, but doesn't get to promote this turn, so they promote during the "free" phase.
B) Example of how the rule is loopholed:
Civ Y is second in the turn, with a unit at 4/5 experience. They kill a unit of Civ X, and then, in the "Phase 0" portion immediately promote the unit, so it heals and isn't as vulnerable to counterattack.
C) Works for both teams
Civ Z has all of their units at 5/2, because they have not promoted their units. Civ Z attacks Civ W, and on the same turn, after attacking, they promote because they have unused promotions. (they could also do this on that "Phase 0") as well.
In short, I see the Phase 0 as it is as unnecessary, possibly unbalancing, and unpoliceable, especially so if teams are allowed to tactically promote units, which I can't possibly see that being ruled out.
I'd also be willing to bring this before the general forum for all teams if there is support and agreement and you all don't disagree/think I read things wrong.
I wish to make the following changes, and propose that we put this discussion up to vote in the main forum. Of course, if you all don't see the need for it then the proposal could stop here I guess, first step is discussing it amongst ourselves and then seeing if other teams should vote.
Red is my commentary
5 Double Moves
5.1 -- Turn Split
Turns will be split between two warring teams/alliances as follows:
Phase 0 ... 40:00 - 39:00 ... Team 2
Phase 1 ...39:0040:00 - 20:00 ... Team 1
Phase 2 ... 20:00 - 0:00 ... Team 2
The method of determining who gets which part of the turn is 2 fold:
1. the parties agree between themselves to an equitable split. If this is not possible then:
2. The team that moved last in the turn of the declaration of war will get the last part of the turn.
If a party finishes the turn early, they can signify this by a post in a specified thread indicating they have finished their turn and the next party can play their turn. They do NOT have to end turn, but they may end turn to signify that they have finished their turn in lieu of public posting.
Phase 0 is skipped if none of Team 2's units survived a battle the previous turn.
5.2 -- Allowed actions
In phase 0 belonging to the designated party, the following actions are legal:
Promoting any unit.
No phase zero for promoting units exists
In phase 1 and 2 of the turn belonging to the designated party, the following actions are legal:
Moving any unit,
Promoting any unit,
Upgrading any unit,
Gifting a unit,
Drafting any unit.
This respective part of the turns for each team is the only part of the turn that these actions are legal.
If anyone uses auto-promote, or auto-moves, to gain an unlawful advantage, the Game Administrator may order a reload or have the offending units deleted from the game.
Slaving, changing city builds, and changing tiles worked, is legal during ANY part of the turn.
Reasoning: Don't know how this slipped through as it is, but there is a clear tactic/exploit made overpowered in these rules that I do not agree with. Namely, any team could "save" promotions on their units - not giving units promotions with their experience, to use promotions to heal when needed in a war against another team.
Of course, this is an unavoidable mechanic normally and I am not against the tactic as a whole, nor would I feel it would even be practical to try to outlaw.
The problem is that the ruleset gives one team a "free" time period just for promoting units, which seems rather unbalanced. Now, it may be that the intention behind the rule seemed to want to refer to units in battle the turn directly before, but this is NOT made clear. There is nothing that states that "saved up" promotions couldn't be used, and this would be almost impossible to police.
So while in general the first team to move in a simultaneous turns war may have a little advantage, an ability to exploit promotions and keep your army healed much stronger than an enemy is gamebreaking enough, and I'd rather have some sort of clarification.
As far as I can determine the game mechanic works the same for both teams regarding saved promotions; you can use a saved promotion on the same turn you attack with a unit - after the attack. With this taken into consideration I see no reason for an additional period of free promotions for the team playing later in the turn; indeed, it would only give them a chance to gain promotions from experience they did NOT have the prior turn and thus potentially unbalance a combat.
Examples:
A) What I think the Intention behind the rule was.
Civ X attacks first and damages a unit of Civ Y. Civ Y was at 4/5 experience and is now at 5/5 experience, and the unit sits around to heal, but doesn't get to promote this turn, so they promote during the "free" phase.
B) Example of how the rule is loopholed:
Civ Y is second in the turn, with a unit at 4/5 experience. They kill a unit of Civ X, and then, in the "Phase 0" portion immediately promote the unit, so it heals and isn't as vulnerable to counterattack.
C) Works for both teams
Civ Z has all of their units at 5/2, because they have not promoted their units. Civ Z attacks Civ W, and on the same turn, after attacking, they promote because they have unused promotions. (they could also do this on that "Phase 0") as well.
In short, I see the Phase 0 as it is as unnecessary, possibly unbalancing, and unpoliceable, especially so if teams are allowed to tactically promote units, which I can't possibly see that being ruled out.
I'd also be willing to bring this before the general forum for all teams if there is support and agreement and you all don't disagree/think I read things wrong.