Capo, factually every double move is unfair in a game that relies on a turn-based mechanism.
But because of pragmatic reasons (nobody wants to play a game that lasts 9 years) we play simultaniously. We have a double move rule though to deal with the most problematic exploits of a double move.
In fact we have said: for peace-reasons double moving is allowed (but still gives an unfair advantage to the 'double mover' in some cases!) but not for war-purposes.
Therefore it's only natural to let the first war move not be a double move.
If the war-declaration can be a double move then there's a huge number of advantages possible that go against the core of turn-based playing.
Example A:
Player A has a navy defending it's coastlines
Player B is approaching the coast of player A with an invasion fleet
turn 1:
Player A moves, there are no ships approaching his coastlines, he can feel secure.
Player B moves his ships close to the coastline
turn 2:
Player B declares war and is able to unload his soldiers
Player A is too late, his entire naval defence is useless. Would Player A have been able to move turn-based then he would've had a change to attack the invasion fleet before it unloaded.
Example B:
Player A has a city near the border with player B, there's 1 tile between the border and the city. The city has a 3 archer defence
Player B has an invasion force of 6 swordmen located 4 tiles from the border, invisible for Player A
turn 1:
Player A moves, he knows nothing of the invasion force
Player B moves, he moves his army next to the border, it's now visible to Player A, but Player A has already played it's turn
turn 2;
Player B moves, declares war and crosses the border, with his army placing his army next to A's city
Player A moves and sees that Player B declared war and invaded his territory in the past two turns
In both examples A and B player B has an advantage by moving twice in a row that goes against the spirit of turn-based playing. In a normal situation Player A would see the army of B appear next to the border, he can then decide to start moving units or slave extra archers. Effectively Player A loses 1 turn in this war because of an exploit of game mechanics.
If double moving is not allowed during war time, then the turn of war declaration can't be a double move as well.
What is your reason for not including this turn? Did you play pitboss before? Players who are familiar with the pitboss format suggest this. It was snoopy369 himself who advised us to include it. I don't see any reason for excluding it.
Why is it unfair? What's the disadvantage for a player? (apart from not being able to exploit game mechanisms)
But because of pragmatic reasons (nobody wants to play a game that lasts 9 years) we play simultaniously. We have a double move rule though to deal with the most problematic exploits of a double move.
In fact we have said: for peace-reasons double moving is allowed (but still gives an unfair advantage to the 'double mover' in some cases!) but not for war-purposes.
Therefore it's only natural to let the first war move not be a double move.
If the war-declaration can be a double move then there's a huge number of advantages possible that go against the core of turn-based playing.
Example A:
Player A has a navy defending it's coastlines
Player B is approaching the coast of player A with an invasion fleet
turn 1:
Player A moves, there are no ships approaching his coastlines, he can feel secure.
Player B moves his ships close to the coastline
turn 2:
Player B declares war and is able to unload his soldiers
Player A is too late, his entire naval defence is useless. Would Player A have been able to move turn-based then he would've had a change to attack the invasion fleet before it unloaded.
Example B:
Player A has a city near the border with player B, there's 1 tile between the border and the city. The city has a 3 archer defence
Player B has an invasion force of 6 swordmen located 4 tiles from the border, invisible for Player A
turn 1:
Player A moves, he knows nothing of the invasion force
Player B moves, he moves his army next to the border, it's now visible to Player A, but Player A has already played it's turn
turn 2;
Player B moves, declares war and crosses the border, with his army placing his army next to A's city
Player A moves and sees that Player B declared war and invaded his territory in the past two turns
In both examples A and B player B has an advantage by moving twice in a row that goes against the spirit of turn-based playing. In a normal situation Player A would see the army of B appear next to the border, he can then decide to start moving units or slave extra archers. Effectively Player A loses 1 turn in this war because of an exploit of game mechanics.
If double moving is not allowed during war time, then the turn of war declaration can't be a double move as well.
What is your reason for not including this turn? Did you play pitboss before? Players who are familiar with the pitboss format suggest this. It was snoopy369 himself who advised us to include it. I don't see any reason for excluding it.
Having said that, I think that the concept of the turn before war being part of a doube move is unnecessary and unfair.
Why is it unfair? What's the disadvantage for a player? (apart from not being able to exploit game mechanisms)
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