September 5th, 2009, 16:15
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All done, next turn has begun.
September 7th, 2009, 07:31
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So, can I get a clarification here?
First of all, let me just state for the record, that I have no interest in trying to rules-lawyer or take advantages of technicalities in this war.
The turn rolled last night about 10:30 pm my time. It is now 8:30, so 10 or so hours later. There is 8:30 on the timer.
By the rules as I understand it, I should not move until shadyforce has ended turn. He has not ended turn yet (though he has logged in).
But, if I don't play my turn within the next hour, I very well may not going to be able to play before the timer runs.
So, either shady needs to end turn, or tell me I can move, or I'm going to need a pause.
Does that sound about right with everyone else's interpretation of the rules?
September 7th, 2009, 07:46
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Well IMO, this is when you play and end your turn (you have waited the necessary 9hrs).
If shady did move and just forgot to end turn then you maintain the same order next turn, otherwise you switch play order.
September 7th, 2009, 07:59
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Shady was waiting for me to move, which I did half an hour after his login/out at my first opportunity - and he has not logged in since. So I wouldn't apportion any blame/criticism to him.
OTOH, at this point in time, it isn't so critical (although perhaps return to the original turn order next turn, for future clarity?). If this is when you have to play, then play - we can work out the details later IMO.
September 7th, 2009, 12:04
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I logged in this morning, saw ZPV hadn't played, so I didn't play my turn and went to work. I'm only back from work now.
September 8th, 2009, 20:42
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Hi all,
Can I request a clarification? What are the rules (if any) on moving units after having hit "end turn"?
I will supply context if necessary, but it seems to involve the lead-up to a war and securing initiative.
September 8th, 2009, 20:49
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Quote:* (a) - All settler moves that result in ending a turn in neutral territory must occur 9 hours (in-game) after the last movement of that settler, if applicable.
© - During a war all units in enemy or neutral territory, and all units in friendly territory that are capable of attacking or defending versus enemy units at any point during the turn must wait at least 9 hours following any previous move before they may move again.
(d) - When in doubt, act in good faith.
There aren't any? The rule is the 9 hours between moves. Ending turn has nothing to do with initiative.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
September 8th, 2009, 20:54
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So what's to gain by ending turn prematurely?
September 8th, 2009, 20:56
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Cross post: There isn't any. I played the turn at 0230 and screwed up the attack. And I hit end turn too early. Something about keeping the game moving is all I remember thinking. You've got an extra turn notice to what you should have had, so enjoy.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
September 8th, 2009, 21:25
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I believe Krill is correct - End Turn isn't definitive. If Krill moves stack A, pressed End Turn, and then moves stack B, his punishment is that if his enemy moves stack C in between A and B then (assuming everyone logged in right away) stack C would get to move before stack B.
Does that sound right?
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