There are truth's and logic behind what both of you are saying but I think the Turn before war has to be considered. In MP it actually isn't merely the 'quickest to click' as the game is still sequential. You cannot move your unit before it turns green. The Turn is still there it is just that by mid-game you miss it because so much is happening around you. A double-move is still illegal just much harder to detect.
Cyber's description of the naval attack is the most confusing of all to deal with as it only matters early to mid-game. Movement ranges for Transports and Destroyers are so huge that unless the defender has a very large fleet on really quite distant off-shore patrol there is no way - double move or not - that they will detect the invasion fleet approaching. Land war is different, particularly early game, as that 1 turn can make or break a defender's chances. You still need a 6hr Rule or you could have the situation where one player game actually time another player by delaying their move.
Cyber's description of the naval attack is the most confusing of all to deal with as it only matters early to mid-game. Movement ranges for Transports and Destroyers are so huge that unless the defender has a very large fleet on really quite distant off-shore patrol there is no way - double move or not - that they will detect the invasion fleet approaching. Land war is different, particularly early game, as that 1 turn can make or break a defender's chances. You still need a 6hr Rule or you could have the situation where one player game actually time another player by delaying their move.
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