And in a shocking twist that will rock the universe and the forums, that theory I put forth was Kreistor-like- battlespace forms when interaction is a possibility. Being of a certain frame of mind, I looked into how that can be determined, and it's fairly easy. If two sides can reach some same hex, be it by units, spell effects or whatever a side can do to extend its influence, then they might interact that turn.
To me, the above seems easy to check, and also the only way that will make sense so as to avoid paradoxes.
It does have some problems, arguably minor ones. Arguably.
1) A side can reach very very far; much farther than it may realize, by using mount/relays. I must bring Erfsims again, because we've used such tactics there and they illustrate a point that's valid for Erfworld too. Suppose there's a max-move that your units have. Take a large, fast unit and make it carry another (the payload) and possibly even another mount for the payload. The large unit moves as far as it can go, then the mount and payload, with fresh full move continue (payload on the mount), finally the payload dismounts and continues on its way.
By the nature of the rules you'd expect the extended reach as described above to be granted only to small units, but it's a possible option, and if you don't care much for the payload's viability but do care about its reach (when it's a scout, say), you just as well might use this. The possibility is therefore for two sides to interact because their scouts could, maybe, meet, even though the bulk of armies are very very far away from each other.
2) A side can be within interacting range with two or more sides, none of which however is in interacting range of the other. All would be in the same battlespace. This isn't so bad, until you think that sides, at least on a continent, should be close enough that when you calculate who can directly interact with who, then glue together battlespaces that share at least one side, everything collapses into one battlespace all the time.
1) and 2) generate problems of flavour. Under a mild assumption* of side distribution in Erfworld, it should be the case that there is only one battlespace for a continent, which includes all sides in that continent.
*: the assumption: there is not too much no-mans-land between sides, so that at least by that kind of stage-rocket tactic, units could cross it in one turn. I consider this assumption mild because if there were such vast stretches of no-mans-land in the beginning, it would not be disputed so therefore easy to build cities** in, therefore would eventually disappear.
EDIT: **: I can't remember a new city being built though, not in Erfworld. So one may say that such an act is impossible, cities can only be claimed, or razed then rebuilt, which limits where cities may exist, which means a certain separation between sides may be kept. If the city-sites are also "clustered" then we have a natural explanation for Parson's comment that after a while it didn't pay off to capture new cities. If you cannot place cities at will in the area you conquer, but instead these are clumped in clusters with large distances between them, then it is the case that the border you need to defend could increase as fast or faster than the productive area your defenses are built from.
Housellama wrote:What happens when one Day needs to look into the information for a different Day? If all the bubbles are happening at the same time, and all Days are the same length of absolute time, how do you preserve information between the bubbles?
Hmm. I don't understand this question.