wieder wrote:The best example is building a road 10sec before TC and then using that road 10sec after the tc. It's possible if the attacking units didn't move and usually they can wait for the moment of action if all is planned well.
One idea I had for this (I don't think I've expressed it anywhere yet though) was the option to have unitwaittime apply to terrain alterations. That is, if the turn ends while some of the units necessary to complete the terrain alteration have moved/acted within the unitwaittime, the alteration isn't finished. I wouldn't necessarily say those units' contribution be negated, so if an alterations takes more than one turn anyways, you should be able to start it right before one turn ends, since there's still time for another person to react, but if the alteration getting finished depends on units that just came here, it would be delayed one turn. This would apply both to cases where you have a stack of engineers try to do something instantly, and to work that has already been going on for a while and only receives assistance at the end.
This could be bundled into a bit field with restrictinfra, and there could also be different levels of severity, e.g. "units can't do work within unitwaittime" vs. "units can't finish work within unitwaittime" as well as different levels of where it is restricted, e.g. "within hostile borders", "outside domestic borders" etc.
Do you think this would alleviate unfair actions around the turn change?