#113762: "Speed up asynchronous play"
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I have two suggestions that I think would be nice to speed things up, particularly for asynchronous play.
1. Currently, each player has a turn to use their megastructures, then each player has a turn to pay for their authority level. It would be nice if instead, player A had a turn to use their megastructures and to pay for their authority level, then player B, etc. as it would mean several less turns to wait for in an async game and the gameplay is not affected. (I also think it should just be simultaneous or at least have a configuration option to be simultaneous, but that has already been rejected. Why not give players the option to configure it that way if they don't think it matters?)
2. When a player can't pay for their authority level, they still have to click Confirm even though there is no possible action they can take. In that situation the game should just progress - there's no reason to wait for the player to make a move when there is no possible move they can make. • あなたのブラウザは何ですか?
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2. Make sense
Currently, it looks like:
Player A income
Player B income
Player C income
Player A pay for authority
Player B pay for authority
Player C pay for authority
It would be half as many async turns if it instead was
Player A income, player A pay for authority
Player B income, player B pay for authority
Player C income, player C pay for authority
That's what I'm saying in item 1, not that it should be simultaneous (although I also think it should just be simultaneous)
Final remark regarding the aspect of simultaneous play, specifically for structures P3, P5, and P7, it's apparent that enabling simultaneous action is not feasible. This is due to the fact that certain rewards, such as receiving a deep space tile (with a military academy), a medal (with a transporter), or other items, are contingent on turn order. Attempting to differentiate based on which structures are in play could lead to confusion and complexity in implementation. Moreover, it's highly probable that such an approach might introduce additional issues and instability into the game.
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