Turn length Poll

Started by Nobody, September 02, 2012, 05:53:25 AM

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Nobody

I think this is important, we should finalize that question already.

As stated before I would prefer Terms. I would also be fine with Quarters and I don't like Halfs.
I don't really expect any votes for the other options, but lets see.

Jefgte

Turn report twice a year is a good speed.
Progress in technologies & building are correct & realist for much players time possibilities.

Much Guys here could 'nt play for 4, 5, 8 years (2016-2018...).
I know that by Forums experience !!!

If the advance is too slow, 3-4 reports for a year, in 2 years we "ll be in 1903-1904
With 2 reports in a year, we "ll be in 1907-1908.

Choose now.
slow progression or medium progression

Jef
"You French are fighting for money, while we English are fighting for honor!"
"Everyone is fighting for what they miss. "
Surcouf

Delta Force

A term system causes problems for whatever hemisphere isn't the base point. If you do a quarter or semester system you know what season it is in both hemispheres quite easily, Northern winter is Southern summer and Northern fall is Southern spring. If you do the term system you end up having to split ecological seasons across turns in unequal fashions, as one season will have to be longer than the others.

If you do that in reference to the North you could do it this way:

Quote3/3 Spring, 1/3 Summer
2/3 Summer, 2/3 Fall
1/3 Fall, 3/3 Winter

The problem is that it desynchronizes the seasons. In the South it would become this:

Quote3/3 Fall, 1/3 Winter
2/3 Winter, 2/3 Spring
1/3 Spring, 3/3 Summer

As long as you are doing things in thirds you cannot have a system that has equal time for each season in the Northern and Southern Hemispheres. The easiest systems to use are thus going to have to be divisible by 2 (apart from simplifying doing things once a year), unless we don't mind complicating things for combat in Australia, Southern Africa, and most of South America (including Argentina, 90% of Brazil, and Chile). Since we are starting before 1914 the climate accuracy is going to important in Southern areas as the only way to cross from the Atlantic to the Pacific is by crossing the Strait of Magellan or the Drake Passage.

snip

In addition to Delta's argument, I feel that an even number of turns a year makes more sense from the accounting standpoint. Real financial reports are in quarters after all.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

Jefgte

#4

Don't forget this rule:
Quote3. Ships are considered complete when an amount of tonnage equivalent to the normal
displacement of the ship has been payed and a time equivalent to that in the following table
based on the ship's normal displacement. These times are inclusive of trials and working up
periods.
A) 0-249t 4 months
250 – 499t 8 months
500 – 999t 12 months
1,000 – 1,999t 16 months
2,000 – 5,999t 20 months
6,000 – 11,999t 24 months
12,000 – 19,999t 28 months
20,000 – 29,999t 32 months
30,000 – 39,999t 36 months
40,000 – 49,999t 40 months
50,000 – 59,000t 44 months

With 3 or 4 turn per year,
We will move forward like snails ...

:(

Jef
"You French are fighting for money, while we English are fighting for honor!"
"Everyone is fighting for what they miss. "
Surcouf

Jefgte

#5
Starting in 2003, SIM in 1921-1/4, with 4 turn by year,  Wesworld is, in 2012, SIM in 1942-4/4

Are you ready to play 9 years & SIM progress just 21 years? (from 1900 to 1921)


Please, choose higher cruising speed, 2 turn per year !!!

Jef
"You French are fighting for money, while we English are fighting for honor!"
"Everyone is fighting for what they miss. "
Surcouf

Nobody

Quote from: Delta Force on September 02, 2012, 04:35:26 PM
A term system causes problems for whatever hemisphere isn't the base point. If you do a quarter or semester system you know what season it is in both hemispheres quite easily, Northern winter is Southern summer and Northern fall is Southern spring. If you do the term system you end up having to split ecological seasons across turns in unequal fashions, as one season will have to be longer than the others.
...
It might if we would care about the seasons, but so far they are only important for fights, which if we had them, would probably be done on a smaller timescale anyway.


Quote3. Ships are considered complete when an amount of tonnage equivalent to the normal
displacement of the ship has been payed and a time equivalent to that in the following table
based on the ship's normal displacement. These times are inclusive of trials and working up
periods.
A) 0-249t 4 months
250 – 499t 8 months
500 – 999t 12 months
1,000 – 1,999t 16 months
2,000 – 5,999t 20 months
6,000 – 11,999t 24 months
12,000 – 19,999t 28 months
20,000 – 29,999t 32 months
30,000 – 39,999t 36 months
40,000 – 49,999t 40 months
50,000 – 59,000t 44 months
This would work quite well with Terms...

Quote from: Jefgte on September 03, 2012, 01:46:47 AM
With 3 or 4 turn per year,
We will move forward like snails ...
Whether we do 1 half per month (6 game years per year) or 1 Turn every 3 weeks (52/3/=5,77 game years per year) the result would be similar.

Delta Force

Quote from: Jefgte on September 03, 2012, 02:02:40 AM
Starting in 2003, SIM in 1921-1/4, with 4 turn by year,  Wesworld is, in 2012, SIM in 1942-4/4

Are you ready to play 9 years & SIM progress just 21 years? (from 1900 to 1921)


Please, choose higher cruising speed, 2 turn per year !!!

Jef

You don't necessarily need to have fewer turns for faster progression if you make each turn take less real world time. You could do a quarter each week (or semester every two weeks) and would progress 12 game years every real life year. That time ratio is the general standard for nation sims although some use even more rapid time scales (which has the problem of shifting important dates all over the week). Some even change the timescale depending on events going on, such as slowing to a rate of one month a week during major wars and accelerating the speed when things are more peaceful.

I think that a rate of an IG year every RL month is a good general speed. It gives a ship a RL year of frontline service (and its first refit) and by year two it is an older ship but you have something newer and better in service alongside it (perhaps a lot of something newer since ships only take a few RL months to build). Ship designs are also good for at least two IG years (unless you are in a massive arms race like the UK with a new design each year) so you won't be spending all your time designing new ships to stay ahead.

KWorld

Quarters, IMO, will work better when there's action: they're not so long that the entire game has to stop while two counties settle a disagreement.

Also, don't look at the average time for WesWorld's turns, those are inflated at various points because people are missing, aren't posting, everything's slow, etc.  They could, and have, gone faster than they are.

Jefgte

#9
QuoteAlso, don't look at the average time for WesWorld's turns, those are inflated at various points because people are missing, aren't posting, everything's slow, etc.  They could, and have, gone faster than they are.
We are going to have the same thing...
Missing to post. no time for the moment, vacations, personal problem, PC out...
All life evenements for Players could slow down the turn rythm.

So, a good compromise, I think:
In peace time, 2 turns a year &, 4 turns if there is war.
--
& 1 turn a month.

Jef
"You French are fighting for money, while we English are fighting for honor!"
"Everyone is fighting for what they miss. "
Surcouf

Logi

I agree with Jefgte, it's best to have fewer turns in peace but include in the rules an easy transition to 4 turns in war time.

snip

I really don't like moving between quarters and halfs. Better to stick with one of the sake of consistency then try and change based on peace or war. Both quarters and halfs are proven elements, and I agree that thirds could work. I feel that trying to cram a game-year into a month is a bit to fast, game year every two months/Six weeks seems like a better minimum pace that can be met with all three report periods. With trimesters (which I am starting to like more as this thread matures), this would mean a scheduled close to as follows.

  • Week One: First trimester report due. New Springsharps added to Encyclpedia. Other ency material updated. Roleplaying time.
  • Week Two: Roleplaying time. Catchup on above. Preparation for next term report.
  • Week Three: Second trimester report due. New Springsharps added to Encyclpedia. Other ency material updated. Roleplaying time.
  • Week Four: Roleplaying time. Catchup on above. Preparation for next term report.
  • Week Five: First trimester report due. New Springsharps added to Encyclpedia. Other ency material updated. Roleplaying time.
  • Week Six: Roleplaying time. Catchup on above. Preparation for next term report.
Thoughts?
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon