If I understand it correctly, each unit has their own relative time, and each hex has its own relative time. For example, let's say we have two units, a warlord and a scout, and they start turn in a city they just captured. Expecting to be counter-attacked, the warlord sends the scout out a couple of hexes down the road at dawn. Keep in mind there are no Thinkamancers, Lookamancers, Messaging Hats, or anything else for communication.
for the scout, I imagine the experience of time is like this... Scout leave the hex an hour after dawn, and travels four hexes. In each hex, the Scout spends thirty minutes looking around. Each time the scout enters the hex, the sun moves back to dawn, because he's the first unit from his side to enter the hex. After spending 30 minutes in each hex and not finding anything, he travels back to the city, which takes 10 minutes to cross each hex. The Scout arrives in the city after operating for 2 hours, 30 minutes.
For the Warlord, all she sees is that the scout left an hour after dawn, and came back immediately after leaving. The Scout reports no enemy units along the road for four hexes. The Warlord orders the Scout to look three hexes into the adjoining woods, and the Scout leaves 10 minutes after arriving in the city hex.
Upon entering the first hex, the sun jumps to 30 minutes after dawn. Apparently his side did something in this Hex after turn start... Maybe another Scout. Following orders, he looks around for thirty minutes and find nothing. It's now an hour after dawn in this hex when he leaves. Entering the second Hex, the sun jumps to dawn, so the Scout is now in a hex no unit from his Side has entered yet. After 30 minutes of searching, he enters the third forest hex... And is surprised to see the sun jump three hours after dawn. Confused, the scout looks around, and finds a bunch of enemy units croaked all over the hex. He spends an hour investigating, and finds a small enemy unit hiding in the trees, many of them wounded. The Scout goes back to the city, taking 15 minutes to cross two Forrest hexes. This expedition took the Scout 2 hours, 30 minutes... The scout has now been awake for 6 hours, and has used 13 move.
For the warlord, the Scout arrives immediately after leaving; 1 hour, 10 minutes after dawn. The Scout reports what he found, and the Warlord says, "Aha! There they are! Thank you, Scout; get some extra provisions from the larder." The warlord order all Forrest units to stack up, and they leave the hex 10 minutes later. They enter the first hex, and the sun moves to 1 hour, 15 minutes after dawn, because her side has already had units 2 scouts spend 30 minutes searching the hex, plus another 15 minutes for the second scout crossing it. They take 15 minutes to cross, enter the second hex, and the sun jumps to 45 minute after dawn. 15 minutes later, they enter the third Forrest hex, and the sun jumps to four hours after dawn. Since they know exactly where the enemy is, they head straight to the enemy and crush them with overwhelming force in 5 minutes with few losses. They return to the city; when they leave this hex, it's 4 hours, 15 minutes after dawn. The city is at 1 hour, 20 minutes after dawn. The Warlord want to talk to the Scout, and takes 10 minutes walking to the larder, and finds the Scout is halfway through eating a sandwich.
At this point (assuming I havent gotten confused), by the Warlord's perception, it has been 1 hour 20 minutes since she last saw the scout. For the Scout, it has been 20 minutes. The Scout has been operating for 6 hours, 10 minutes and used 13 move. The Warlord has been operating for 2 hours 30 minutes and used 6 move. The City hex is only 90 minutes after dawn; the Forrest hex with all the fighting has had a little over 4 hours of activity.
That's confusing to us, but normal for Erfworld denizens, so the Warlord and Scout have a snack and congratulate themselves on finding and croaking another enemy force.
If you start adding magic communication and manipulation, it gets even more complicated... And that's all assuming I understand how it should work. The thing that really complicates things is that combat happens in real time, and we have no examples of units arriving in a hex during a combat resolution. In theory, there should be no way for Parson to enter Spacerock on an enemy turn during combat, but he's very "Special", and for the story's sake, can probably perform an interrupt move.
Last edited by Ryjak
on Fri Dec 07, 2012 10:54 am, edited 1 time in total.