I think Jamie will clear all this up soon enough... or at least I hope so. His latest comic (Page 144, http://www.giantitp.com/comics/erf0157.html
) has created some confusion.
First, let's look at Rations. When Parson first appeared, his rations popped at dawn. Page 39, http://www.giantitp.com/comics/erf0042.html
But on Page 104 (http://www.giantitp.com/comics/erf0116.html
), Transylvito has ended Turn and Charlescomm has begun. He ends Turn in the next strip, before Parson's Rations pop in the next. That means rations do not Pop at dawn in all situations.
And now, with the Battle over, Rations pop at dawn again. (http://www.giantitp.com/comics/erf0157.html
) And now a new term is introduced... Battlespace.
Parson states that having the Turn begin at dawn has something specifically to do with Charlescomm and Transylvito not being in Battlespace, and we already knew that barbarians all move first. So, what does this mean?
Bogroll says Rations pop at dawn, but he may only be referring to that particular day, when the war is far from GK. With no enemies in Battlespace, GK would act the same as on Page 144. We now have Rations popping at Dawn again, with no battle in the region.
Teh obvious resolution to this is that Rations Pop at the beginning of Turn, but Turns are more organic than the previously suggested Natural Turn Order. There are two situations -- in imminent threat of battle, and when not expecting battle. We see both situations at GK. In the beginning and end, there is no expectation of battle, so the Turn starts at Dawn. In the middle, GK is under siege and is part of the turn order.
So, here's how it has to work. Each unit (or in this case the city) has a battlespace around it. If any enemies are in that battlespace, Natural Turn Order takes over; otherwise, Turns are simultaneous. That explains both situations, as well as explaining Parson's comments in 144.
This has to be a mechanism to allow battles in tmultiple places simultaneously. If Nation A fights B in the West and C in the East, under strict Turn Order rules, even though C and B are far apart, they'd be waiting for each other. With this rule, the two fronts do not affect each other, so combat is simultaneous. If the Turn order is B A C, then B moves first against A at the same time A moves against C, and when B ends Turn, A moves against B. Later, A ends Turn against C, and so A is moving against B while C is moving against A. That soudns bad, but just remember the two fronts are far apart, being lead by different commanders.
Further, tehre are caster limitations to other concepts. Localized freezing of time results in Lookamancers seeing frozen enemy units, unable to respond to them. You can also not contact other Sides except at night, unless you are in combat, because they would be frozen. So, for the most part, just to allow life to simulate our rality, normal peacetime rules would have all sides acting simultaneously.