ORIGINAL: Shannon V. OKeets
This is easy to do, and is currently coded to extend the game 3 years (to 1948).
I want to make this more dynamic, but haven't been able to figure out what to do exactly. [&:]
- Can this be done while the game is in progress, or only at the start of the game (which is how all the others optional rules work)?
- If the former, should all the players have to agree?
- How close to the currently scheduled end of the game can the end point be changed? As the end of the game approaches, production planning changes; for instance, ship building stops more than 2 years before the end of the game.
- Can it be changed more than once?
- Should there be an absolute maximum?
... and perhaps other issues (it's late, and I am not as alert as I am earlier in the day).
If I could offer my own humble opinions and answer those questions they'd be:
1. Yes, if it's possible to program easily, otherwise make the end-date a setup option at the start of each game.
2. Yes, all human players should have to agree on the end-date or any extensions mid-game to it.
3. Greatest flexability would suggest changes to end-dates could occur at any point (assuming 1 and 2 were met)*
4. Yes, if that can be programmed in easily.
5. No, if the game isn't going to actually cause the PC to explode, and (somehow) a game was continuing into the 60's, 70's whatever (though I can't imagine how) why stop it? Indeed, it'd make for a fun AAR for someone to post a game that (somehow! lol) managed to go for so long.
* This one interests me where you said ship building ends 2 years prior to the games end. Forgive my WiF-ignorance, but I'm not sure what you meant by that. Surely I can continue to build ships right up until the point the game actually stops (which I hope only occurs by player consent). Late Edit: unless of course you mean that it takes 2 years to build the ship, therefore
effective ship production ceases 2 years prior to the games scheduled end-date.