Posts: 5,641
Threads: 30
Joined: Apr 2009
Hm. What about the reaction window idea? A 12-hour delay per war declaration isn't ideal, but it's predictable and limited. And it means that there's no reason not to play your turn, because you can always use your reserves in case of an attack.
PB3's got a lot more teams, and yet has only had about 10 wars. Some of them more complicated than others (the 5-sided one would probably have 2 or 3 pauses with how it worked out, but would have been predictable), others (like killing random scouting units) would be over-and-done with immediately.
Rule 4, another try:
During the second half of the turn, the declarer may either:
A) Inform the defender that they are being declared on, and pause the game for 12 hours to allow the defender to respond. E-mail and IT thread notification is required. When the defender finishes and unpauses, the declarer can then move. The declarer will then have the second half of the turn.
B) Upon declaring war and finishing his turn, the declarer pauses the game for 12 hours to allow the defender to respond. E-mail and IT thread notification is required. If the defender moves in response, the defender will have the second half of the turn (by move, I mean "Things that are only legal during your half of the turn"). If the defender doesn't respond, then then the declarer gets the first half of the turn.
Note: In choice A), the pause lasts until both war parties have made their moves, not just the defender: Don't want the declarer to be at the mercy of the defender's speed in responding.