Lilwik wrote:I'd really like to know why you like that mind-bendingly strange and complicated idea more than the obvious and simple idea that turns have time limits.
Because turns having time limits would have major strategic implications, none of which we've seen mentioned.
It would also be inconsistent with time passing differently between hexes. If I remember right, from the summer update where time was discussed, a scout could go out of hex, spend all its move scouting, and come back to the same hex; to occupants of that hex, it would seem like it just left and came back, to the scout it would have taken all day.
To quote sizemore from that update:
Only the order of our actions is important. Time isn't.
Also, from the same update:
"Hooooly crap," said Parson, rubbing his forehead. "No wonder I never see a clock around here.
If time were important - if there were a time limit for how long you had to do things, and if it ran out then things would be left unfinished and your turn would end against your will! - there would be clocks! Or at least Parson would think he needed them.
If Erfworld turns worked on surreal craziness like that, surely we'd have seen a Klog from Parson about it.
We wouldn't, because in practice, it plays out as "you have as much time each turn to do everything you want, and there's no point in stalling 'cause you're the only one that would notice anyway." It's got no strategic implications. It's like a turn-based game - how much time does a player have to "take a turn" in a turn-based game? Exactly one turn, and in-game that one turn is going to take one day, no matter how long or how little IRL time you spend on it.
Besides, we have had the update about time. It's this one http://www.erfworld.com/2009/09/summer-updates-029/
. The whole thing points to the fact that time doesn't matter; only the order of events matters. First you do one thing, then you do another, then you do another, and nobody keeps track of whether those things take an hour or a minute or six hours, because that depends on what hex you're observing it from and what you're doing and isn't even relevant, only the order of events is actually game-relevant.
It is like you are taking a test in school and there is a clock on the wall and you are told the test will end at 2 o'clock. Then you are told that you have as much time to complete the test as you want, and the test only ends at 2 o'clock because whatever time you choose to finish the test will be 2 o'clock, and even the clock on the wall will say 2 o'clock at that time. And yet the clock keeps ticking toward 2 as though none of those weird time rules were real and you really have less than an hour left to finish the test. This kind of thing is surreal and far from a likely description of how turns work in Erfworld.
You've got causality backwards. It's like you are taking a test in school, and you know that the moment you decide to put your pen down, that will be 2 o-clock. You have as much time as you want because time doesn't matter; only the sequence of events matters. If finishing the test is something you are able to do this turn, then time will move appropriately slowly or fast or whatever so that the point at which you put down your pen will be 2.
As a sidenote, if you leave the testing room, the time might jump back to noon (in the other room you went to), and if you spend six hours in a that other room doing stuff, when you come back to the test it'll look like only a few minutes had passed there. Because, to end with the same quote from sizemore:
You're going to do what you're going to do on your turn. Only the order of our actions is important. Time isn't.