kalin Wrote:[on a possible double move]
I would like to ask the lurkers for advice here, but I am pretty sure that this move is legal. Rego himself, I think, used it against Exploit.
Here's my take:
Option 1: Wait until the end of t0, move the chariots onto the hill, end turn and immediately declare war and move the chariots again.
ILLEGAL - when moving units at war, they can't have moved in the last 12 (9?) hours.
Option 2: Wait until Byzantium moves (and ends turn) on t0, and then move the chariots onto the hill. Don't press enter, to hold the turn up, so the 12-hour period expires.
Then end the turn, and immediately declare war and attack on t1.
LEGAL, but in bad faith. We like it when other teams play their turn quickly. This option deliberately takes advantage of them doing so.
Option 3: Wait until Byzantium moves (and ends turn) on t0, then move the chariots onto the hill, and end turn. Coincidentally, the turn is held up by unrelated players, without your interference. At the start of t1, declare war and attack with the chariots, before Byzantium gets a chance to move.
LEGAL, and in better faith than option 2, but not perfect.
Option 4: Wait until Byzantium moves (and ends turn) on t0, then move the chariots onto the hill, and end turn. The turn rolls, and you wait for 12 hours or until Byzantium moves, and then declare war and attack with the chariots.
LEGAL, and in good faith.
[SIZE="1"]Option 5: Wait until Byzantium makes most of their moves on t0, but does not end turn (e.g. for some of the shenanigans described above). Then, move the chariots onto the hill, and end turn. The turn rolls more than 12 hours later, and you immediately declare war and attack with the chariots.
LEGAL, and in good faith IMO.[/SIZE]
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This leads me to think, what is the purpose of the double move rule? I think it is to prevent moving a unit (in a tactical/wartime situation) twice in a row, without allowing them a reasonable chance to react.
IMO, 12 hours of dead time after they have moved all their units and ended turn does not constitute a reasonable chance to react.
Instead, they should be allowed 12 hours of time
when they can actually move. The end-turn indicator serves as a reasonable indicator of ability to move*, so I'd define the chance to react as: either 12 hours of time when their turn has not been ended or enough time that they actually do end their turn, whichever is shorter.
*[SIZE="1"]If you're playing as in normal peacetime, then you make your moves, and press end-turn. This does assume that you don't make tactical/wartime moves after end-turn without letting the opponent know that you've had a chance to react to their move.
If you're holding the timer up for some ingame reason, but have already made most of your moves, then that's your problem.[/SIZE]