We're currently playing Civ4 with 4 players using PitBoss with simultaneous turns. We've come across a problem which others must have encountered, so does anyone have any suggestions on how to work around this:
When the last player finishes his turn and the next round starts, that player can move their units first on the next turn. In particular, this happens when players are not all logged in at the same time. This means that if players are at war, the player who moves last on one turn can gain a decisive advantage by effectively moving their units twice without any response from their opponent (This can lead to a 'stalemate' where both players don't end their turn as soon as they can, but wait for the turn timer to nearly run out.)
Clearly, the other player now gets a chance to do the same in reverse, but the damage may already be done. For example, a fast moving unit such as Cavalry can move four spaces in enemy territory and raze a city before any opposition is encountered.
The solution seems to be to not use simultaneous moves and use turn based moves. However, is it possible to change an existing game from simultaneous moves to turn based? And wouldn't this slow down the game considerably? Or are there any other methods people employ to get around this problem?
When the last player finishes his turn and the next round starts, that player can move their units first on the next turn. In particular, this happens when players are not all logged in at the same time. This means that if players are at war, the player who moves last on one turn can gain a decisive advantage by effectively moving their units twice without any response from their opponent (This can lead to a 'stalemate' where both players don't end their turn as soon as they can, but wait for the turn timer to nearly run out.)
Clearly, the other player now gets a chance to do the same in reverse, but the damage may already be done. For example, a fast moving unit such as Cavalry can move four spaces in enemy territory and raze a city before any opposition is encountered.
The solution seems to be to not use simultaneous moves and use turn based moves. However, is it possible to change an existing game from simultaneous moves to turn based? And wouldn't this slow down the game considerably? Or are there any other methods people employ to get around this problem?