OK, we have a few more days of voting still to come, and then a few days to decide who we want to play, and then a few more days for CyberShy to make the map (all the previous statement is presuming that the final patch comes out....); so I thought it about time we sorted out the one major stumbling block of Pitboss, the double move......
As we have agreed an initial turn timer of 48 hours here is a preliminary draft of my thoughts on the double move rule :
The Double Move Rule : 48 hour turns
1. No double moves during a time of war, except as noted below.
During times of war all concerned Civ's should allow for 1/2 the turn timer (24 hours) to pass between moves if the other Civs involved in the war have not moved since a concerned Civ has moved.
In other words: You cannot make moves during periods of war until either one of two things have occured:
i. All other concerned Civs in a war (being at war in game) have made moves/completed one turn since you have made your moves/completed a turn.
ii. 1/2 the turn timer (24 hours) has past since you made your moves/completed your turn.
The reason "made your moves/completed your turn" is worded that way is that a team can log in make some moves, log out, log back in and make more moves. Once a team makes ANY moves the requirement that says a team must make a move/complete a turn is fullfilled.
2. No moving of units after you have pressed 'End Turn'
3. No double moves of a Settler, at any time, if an opponents Settler is in the same vicinity as yours, and visible, except as in point 1.ii. above.
4. No double moves of a unit, at any time, if a goody hut is nearby, and an opponents unit is in the same vicinity, and visible, except as in point 1.ii. above.
5. Double moves should be allowed at all other times in order to help speed game play.
6. Play fair, be a gentleperson. We are all here to have fun and enjoy ourselves. Let's do just that and not screw our fellow gamers over by bending the rules to give ourselves an unfair advantage.
Thanks to Bigfree for his work in putting together this ruling in the Warlords DG
As we have agreed an initial turn timer of 48 hours here is a preliminary draft of my thoughts on the double move rule :
The Double Move Rule : 48 hour turns
1. No double moves during a time of war, except as noted below.
During times of war all concerned Civ's should allow for 1/2 the turn timer (24 hours) to pass between moves if the other Civs involved in the war have not moved since a concerned Civ has moved.
In other words: You cannot make moves during periods of war until either one of two things have occured:
i. All other concerned Civs in a war (being at war in game) have made moves/completed one turn since you have made your moves/completed a turn.
ii. 1/2 the turn timer (24 hours) has past since you made your moves/completed your turn.
The reason "made your moves/completed your turn" is worded that way is that a team can log in make some moves, log out, log back in and make more moves. Once a team makes ANY moves the requirement that says a team must make a move/complete a turn is fullfilled.
2. No moving of units after you have pressed 'End Turn'
3. No double moves of a Settler, at any time, if an opponents Settler is in the same vicinity as yours, and visible, except as in point 1.ii. above.
4. No double moves of a unit, at any time, if a goody hut is nearby, and an opponents unit is in the same vicinity, and visible, except as in point 1.ii. above.
5. Double moves should be allowed at all other times in order to help speed game play.
6. Play fair, be a gentleperson. We are all here to have fun and enjoy ourselves. Let's do just that and not screw our fellow gamers over by bending the rules to give ourselves an unfair advantage.
Thanks to Bigfree for his work in putting together this ruling in the Warlords DG
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