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The Double Move Rule

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  • #16
    If you don't log in to the game in the first 24 hours, and then Imperio logs in, ends their turn, they get to move first for every proceeding turn until they don;t log in for the first 24 hours of the turn.
    You just wasted six ... no, seven ... seconds of your life reading this sentence.

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    • #17
      Originally posted by Swiss Pauli View Post
      This surely allows for logging in and out without making moves (i.e. moving units), but requires you to make all your moves in one session after moving the first unit.
      The second sentence specifically states that after logging in and then leaving, your turn is finished as far as Imperio are concerned and they can move; you turn is not over for you though until you hit enter.
      You just wasted six ... no, seven ... seconds of your life reading this sentence.

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      • #18
        Originally posted by sunrise089 View Post
        And Krill, if we DON'T have a person logged in for the entire 24 hours, and Imperio moves early in the turn but after us, do we still get to move first next turn? Or is it open?

        EDIT: So this really suggests we need just one turn player, and for them to play early. As long as no units are moved we can still change builds and tile assignments, right?

        What about queuing moves on units with no movement? If Sunrise logs in at the beginning of the turn, moves all of the units, and logs out, and then Imperio logs in and out and ends turn, and T-Hawk logs in and ONLY changes tile assignments, city builds, research, AND queues worker actions for workers with no movement, would RB still move first next turn? What if T-Hawk didn't touch the workers? Would it make any difference if I ended the turn when I played at the beginning?

        If Krill sticks to his current reading of the move rule (and it seems from his most recent post that he will), then only one person may log in for one session to complete the moves. After ending the turn, other players can log in to look around, and we are also allowed to change builds and tile assignments at any time until the clock on the turn expires. Assuming we have ended the turn in time, we would get to go first the folowing turn.

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        • #19
          Originally posted by Krill View Post
          The second sentence specifically states that after logging in and then leaving, your turn is finished as far as Imperio are concerned and they can move; you turn is not over for you though until you hit enter.


          I can't say I agree with your ruling: "Once a team makes ANY moves the requirement that says a team must make a move/complete a turn is fullfilled." This does not state anything about logging in and leaving, but only about making a single move.

          I'd agree with you that if it were phrased like so: "Once a team logs in and logs out the requirement that says a team must make a move/complete a turn is fullfilled."

          However, the fact that I disagree with the ruling doesn't mean I don't accept it

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          • #20
            Ok, so if I'm logging in first I would just ask to have some idea about worker movements needed.

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            • #21
              Sunrise, you can log in first. Sullla or I can clean up worker movements away from the war zone at our leisure. If you need any workers to build important roads, grab them.

              I think the intent of Krill's ruling is to keep things organized. Once team B sees that team A has logged in on civstats, team B is free to log in and make any moves they want. Team B doesn't have to potentially wait and keep asking team A if they've moved yet. I support Krill's ruling, which just means that we'll have to confine our worker and build order fiddling to later in each turn.

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              • #22
                This is confusing ... we (all teams) really should have hammered this out while all of those silly polls were going on ... what about this situation:

                1) turn ends, no one logged in
                2) we log in (do something or nothing, makes no difference based on Krill ruling above)
                3) we log out - thus releasing Imperio to do there stuff
                4) Imp log in, move units (or not - doesn't matter)
                5) Imp log out
                6) we log in ...

                Firstly, we have the initiative - so we are moving first for the whole war.

                Now, can we @6 move our units that haven't moved during this turn or do we have to wait until next turn? Or is that a double move by us (end of this turn and start of next)?
                Quote: "All Happiness is the release of internal pressure"
                Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

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                • #23
                  I don't think it's fair that people can't log in at the beginning of the turn to see what happened at the end of last turn to give advice. Under those circumstances the turnplayer has to act alone without any help and that is not what a democracy game is about.

                  Rabbits and PAL seem to have 24 hours each, with PAL able to log in during rabbit's half of the turn but not make any moves and vice versa. Is this correct? It seems much more fair and democratic.

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                  • #24
                    Soooo - I like 24 hour blocks for all movement and using the whole turn for everything else. Sadly that doesn't seem like what the rules say...I wonder if Rabbits and PAL think the rule is something it isn't.

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                    • #25
                      The ruling that as soon as a person logs in and out then their turn is over is simply crazy. The second team should start moving units after the timer ticks down to 24 hours.

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                      • #26
                        I think people think that IS the ruling, simply based on the PAL/Rabbit war. Maybe we can be so lucky as to have Imperio think it is the rule as well.

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                        • #27
                          Originally posted by sooooo View Post
                          The ruling that as soon as a person logs in and out then their turn is over is simply crazy. The second team should start moving units after the timer ticks down to 24 hours.
                          I agree with you, sooooo, but we said we'd respect Krill's rulings.

                          I'll post a new thread dealing with how we handle the war turns under the current ruling.

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                          • #28
                            Originally posted by sooooo View Post
                            The ruling that as soon as a person logs in and out then their turn is over is simply crazy. The second team should start moving units after the timer ticks down to 24 hours.
                            I agree with you, but that is what all of the teams, including you, agreed to. I can't unilaterally change the rule without risking a schism in the game, so unless you can get a majority of the teams to agree to a change in the rule (or the interpretation), that's what your stuck with.
                            You just wasted six ... no, seven ... seconds of your life reading this sentence.

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                            • #29
                              I understand your viewpoint. Maybe if or when war is declared we can bring it up in the public forum. Doing so now would rather give away that we've been thinking about it.

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                              • #30
                                Given the latest developments, can I suggest that we send an official message to both Templars and Imperio invoking the double-move rule even though we are not yet at war?

                                Something along the lines of:

                                Templars / Imperio,

                                Your recent actions make it clear that your intention is to declare war. As such, we consider the "War" clause of the double-move rule invoked, and assert our right to the first 24hrs of the timer during which to play our turns.

                                TeamRB

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