Masennus wrote:Side A goes before Side B, and sends a thinkagram near dusk on their turn reporting on what they experienced.
In Side A's turn-based reference frame (TBRF) an entire day has passed, then a thinkagram was sent.
In Side B's TBRF the thinkagram arrives at dawn, and the turn starts immediately after the thinkagram ends.
This is not inconsistent as long as no other interaction between these two sides takes place on this turn, they both experience events in a consistent (if unintuitive) chronology. Causality is preserved.
splintermute wrote:That's sort of right, except dusk doesn't occur until the end of Side B's turn. A day (from dawn to dusk) is the sum of all the turns of all the sides in a battlespace. If A and B are the only sides in the battlespace, A's turn might run from dawn to noon, and B's turn might run from noon to dusk. During A's turn, B is capable of doing most of the actions it normally does (e.g. casting certain spells, restacking troops, etc.), except for moving between hexes or between zones in an enemy city, which it can only do once A declares its turn ended.
If there's no-one in B's battlespace, its turn would run from dawn to dusk. The fact that B's turn didn't start at dawn indicates that A (or another side earlier than B in the turn order) is Predicted to interact with B that day. Since A goes first, it has no warning - perhaps the advantage of having an earlier turn is offset by the inability to partake in natural battlespace Predictomancy.
Masennus wrote:I don't think that sides split the day evenly because they share a battlespace. I think the only time they experience concurrently is the time of their interactions. The only moment they both experience, in this example, is the thinkagram. From Side B's perspectiveSide A's entire turn elapses in the instant between dawn and the thinkagram. From Side A's perspectiveSide B's entire turn elapses in the instant between the thinkagram and dusk.
splintermute wrote:It doesn't have to be an even division - what's notable in this case is that B's turn doesn't start at dawn, it starts an instant after dawn, and B would be cognizant of some time delay (a nanosecond? an hour? a morning?) between dawn and the start of its turn.
Zeku wrote:You made your example work by placing A's conversation at the end of their turn, and B's at the beginning. Logically, this is the same as simply preserving a normal chronological turn order, since 'thinkamancies are arriving at dawn' still informs side B that they are going second.
Zeku wrote:I sincerely do not know which one of us is correct, but for the time being, I am not assuming that the universe knows that a conflict will take place, and introduces turn orders as a result. I'm assuming that turn orders are introduced as a consequence of battle being possible.
the explanation for why a particular side goes first.

Zeku wrote:Ive always operated under the assumption that absolutely anything, except movement, can be done on any turn. Otherwise, croakamancy favors going "last" so strongly that it breaks the entire world.
I think we just saw Firebaugh do several things on Haffaton's turn. Send hat message, promote an heir, and this sort of thing has happened many times before.
Rob wrote:p64Erf-b1-p064-p3 panel 3 seems to be a major hangup. Wasn't intentional and I agree that it's misleading. We'll clarify that for the book.
For the record, the rule is actually pretty simple and I am amazed it's been such a sticking point for people.
You can move only on your turn, and you can cast only on your turn.
When an enemy comes to you on their turn, you can engage, and you can cast. This includes when they are attacking your city.
Why could Parson not have ordered a veil to be cast, even if the Foolamancer had been in the group with the wounded dwagons? It was not his turn, and they were not under attack. Once Jillian entered the hex, a theoretical Foolamancer within that hex could have veiled, but it wouldn't have been very effective at fooling her.
Why could Parson have his casters cast on the Coalition's turn, later in the story? His city was being attacked.
Why could the Archons cast the DDR spell? They were part of the Coalition and it was now technically their turn. But they could not move because all of Charlescomm's units' move went to zero when Charlie ended turn. Move and hits are restored to full at the beginning of a side's turn, and (re)forming an alliance does not count as starting a new turn.
Why could the Archons "cast" the contract, when it was not their turn? Well, why could they still fly? It's not a spell, it's a natural magic. There's also a heavy dose of "talking is a free action" in that scene, another thing about turn based games that is silly but almost universally true. It's no sillier than food popping at the start of a turn.[8]




Housellama wrote:Spoiler: show
Housellama wrote: C. Turn order is determined by some currently unknown mechanism when a Battlespace is formed.
This is again a duh kind of a thing. A Day starts at the beginning of a Turn. Which Side turn comes first within a Battlespace is determined by some yet unknown factor.
6. Battlespaces are formed by Natural Predictamancy.
A. Battlespaces form when and only when an encounter between two or more Side will occur.
This is the new one. We have this confirmed by canon in this strip.
Kreistor wrote:There must be an exception. This can lead to paradox.
Example:
On Turn T-1, Natural Turn order is A then B.
1. Side B attacks Side A in City A-1.
2. Side B wins but takes heavy losses. City razed, and very small Army B heads for City B-1, but has to camp in field.
Turn T, option 1 -- Turn Order:
1. A goes first and scouts for Army B. Army A is nearby and can crush Army B.
2. Army B not found. End Turn.
3. Commander of Army A has a decision. Move and risk encountering a scout, or hold position and hope they think he has moved on and avoided the scouts. Commander decides to hole up in a cave, and hold tight.
Problem: No encounter. Despite being in Battlespace, there was no encounter, and there should be no Turn Order. Proceed to Option 2.
Turn T, option 2 -- Simultaneous Turn Order.
1. Commander Army A believes Army B is out of range, sends scouts fast forward to try to catch up.
2. Commander Army B beleives no enemy units in Battlespace, so can move without encountering enemy.
3. Commander Army B hits a hex with a scout in it, and unled scout attacks.
Problem: need a Turn Order because of encounter. Correct variant was Option 1. Redo with Turn Order.
The Turn Order itself conveys information that can result in a different decision by the commander.Wanda says it near the end of Book 1: "No barbarians either." Turn at damn means no Barbarians in Battlespace. We call that Meta-information, and it can do nasty things to worlds like this.
The Turn Order needs to be enacted whenever the possibility of conflict occurs, not just the future choice of conflict. Simultaneous movement can lead to unlead units in the same hex initiating conflict, when Turns were simultaneous. It just has to be this way.
Kreistor wrote:Housellama wrote: C. Turn order is determined by some currently unknown mechanism when a Battlespace is formed.
This is again a duh kind of a thing. A Day starts at the beginning of a Turn. Which Side turn comes first within a Battlespace is determined by some yet unknown factor.
Look up "Natural Turn Order". Each Side has a set position relative to all other Sides that is used to determine where they are in the Turn order. Jetstone always goes after Gobwin Knob, Charlie before. Sides that are allied move simultaneously on the last Natural Turn Order of the allied Sides.6. Battlespaces are formed by Natural Predictamancy.
A. Battlespaces form when and only when an encounter between two or more Side will occur.
This is the new one. We have this confirmed by canon in this strip.
There must be an exception. This can lead to paradox.
Example:
On Turn T-1, Natural Turn order is A then B.
1. Side B attacks Side A in City A-1.
2. Side B wins but takes heavy losses. City razed, and very small Army B heads for City B-1, but has to camp in field.
Turn T, option 1 -- Turn Order:
1. A goes first and scouts for Army B. Army A is nearby and can crush Army B.
2. Army B not found. End Turn.
3. Commander of Army A has a decision. Move and risk encountering a scout, or hold position and hope they think he has moved on and avoided the scouts. Commander decides to hole up in a cave, and hold tight.
Problem: No encounter. Despite being in Battlespace, there was no encounter, and there should be no Turn Order. Proceed to Option 2.
Turn T, option 2 -- Simultaneous Turn Order.
1. Commander Army A believes Army B is out of range, sends scouts fast forward to try to catch up.
2. Commander Army B beleives no enemy units in Battlespace, so can move without encountering enemy.
3. Commander Army B hits a hex with a scout in it, and unled scout attacks.
Problem: need a Turn Order because of encounter. Correct variant was Option 1. Redo with Turn Order.
The Turn Order itself conveys information that can result in a different decision by the commander.Wanda says it near the end of Book 1: "No barbarians either." Turn at damn means no Barbarians in Battlespace. We call that Meta-information, and it can do nasty things to worlds like this.
The Turn Order needs to be enacted whenever the possibility of conflict occurs, not just the future choice of conflict. Simultaneous movement can lead to unlead units in the same hex initiating conflict, when Turns were simultaneous. It just has to be this way.
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