gameboy1234 wrote:Parson is in terrible shape, so I think 30 miles in one day may be out for him. Also I think Turns are actually variable numbers of hours. That's a game world mechanic right there. If it were possible to just not end a turn, I think Parson could walk for quite a distance.
During the battle, Parson says that if Stanley ends the turn early, they are "hosed". This could just mean that there is a standard/normal amount of time turn, but it is based on custom rather than rules.
However, if you were a Ruler and you knew you were going to die next turn, wouldn't you leave the turn run for as long as possible? The fact that this doesn't seem to happen also implies a max turn duration.
I think Parson has two types of "stats": those that were given to him by Erfworld, and those that just reflect his own natural abilities. For example: Parson's stat of being level 2, and a +2 bonus to troops as warlord. That was probably given to Parson when he arrived at Erfworld. OTOH, things like Parson's move stat reflect his own physical condition. This could change if Parson gets in better shape.
Also, I wonder if units have both Move and inherent speed. During the donut stage, both Ansom and Jillian were moving towards the lake.
It may be that Move just means (max speed)*(max turn duration).
However, I wonder if units can be moved in sequence and still get max move. If Vinnie sends out bats, do the waiting units still keep all their move, like in turn based strategy games.
SteveMB wrote:So far, Parson's perception seems to track to "one turn" = "one day". If this parallel is subject to breaking down (for example, if a turn where nothing much happens except that some new units pop while existing units get their upkeep goes by much "faster" than a turn where a battle is going on), it should be fairly obvious in the first few post-tBfGK turns.
That would be interesting, I wonder if it breaks his sleep cycle. Also, units seem to sleep at night, but I guess that would be "normal" for units.