You have a Turn. All your units get to move in a turn, and act if you choose to order them to. When you select to act, you can choose to do it right then, or wait for the end of the turn. The order people move/act in is important, because it determines how they are able to interact with each other; you can't perform a team combo with your Ninja if he didn't move into place prior to the attack. Similarly, you can't heal your unit if your healer didn't get in range prior to attempting a heal. So order MATTERS... even if the imaginary "perceived time" of the unit doesn't. Hell, that ninja might have had to move 20 spaces to get in place, while the Fighter moved one. And nevermind the time spent with a cursor hovering over your head while the player figures out what he wants to do.
The thing that actually intrigued me about this post is that the sun moves at all in the sky; I'd have guessed, based on prior revelations about turn structure, that dawn is a universal event, and the sun hangs in the sky without moving until some milestone passes (determined by unit order), at which point it cha-chunks into noontime position, until further turn-based actions snap it forward into Sunset mode, signaling end-of-turn-near, then the moon popping up to signify that the turn is over. The interesting implication, since I think we've established that turns end at night (maybe I'm wrong about that), is that you can run out of time in a turn simply by virtue of the sun going down in your home hex and you not having been quick enough about performing your actions. Turn end, in other words, might not be totally consensual.








