And you're right, if a turn is strictly limited to 16 hours, then yeah, it wouldn't do anything, but it would prove that limit. If time is unlimited, then it also wouldn't do anything except give Parson a sore throat. If my theory is correct, then it could be a hack. So yeah, there are more than two theories floating around here. I suppose they are that the theories could be summed up as
- There is a time limit to every turn, so time is very important
- There is no rigid time limit, but night eventually comes because of time
- Time is entirely irrelevant to anything and has no meaning
The limited time theory has the problem of from what perspective does the time limit exist? Because we know relativity exists very strongly in Erfworld, it could (in fact, has to) last longer than 16 hours from some perspectives.
Despite that though, you could be right, with the sun rushing forward at turn's end to reach night, but then days wouldn't be 24 hours all the time because they'd be too short, which honestly leads to the exact same problem I have with the unlimited time theory, which is that the 24 hour/day thing doesn't work. Sizemore may have been talking in generalities when explaining things to Parson, but if you make that exception, you have to make the same one for unlimited time, in which case it is just as valid.
Not sure why you wouldn't bet huge qualtoos against my theory if you're sure there is evidence that already shows it is incorrect.
@Lipkin - Okay, this is really hard to explain, but I'll give it a try.
You are in Hex A with unit X and Y. You all hang out for 8 hours until it is noon. Then unit X and Y need to go scouting. Unit X goes out to 5 different hexes and scouts each for an hour before eventually returning to you to give you a report. It's only been an hour since he left for you though, so he returns at 1 pm, with the sun in the 1 pm position. Unit Y goes in the opposite direction and also scouts 5 hexes for an hour each, but doesn't return. In her final hex, it is 5 pm by the time she is done scouting. She sets up camp since she is out of move and begins trying to make her rations more edible. You meanwhile do the same with unit X in the original square because you have to wait until next turn for unit Y to get back. Time passes for you and her at different rates, so you both end up at 8 pm at the same 'time' when turn ends and it is night in all hexes. Night, dawn, and dusk are the only times that time seems to be synced between all hexes. No, you may have noticed the oddity. You experienced 16 hours of daylight. Unit Y experienced 16 hours of daylight. Unit X however experienced 21 hours of daylight. But, this only happened because he rejoined you in a hex that had its time 'locked' because you were in it. Even though the unit experienced extra hours, the unit wouldn't exactly say the day lasted longer, because he knew that he returned to a hex with the locked time. I suppose this might be seen as a departure from the listed '24 hours in a day' rule as the other things, but I personally find it to be a result of Erfworlders taking relativity for granted, as opposed to us Stupidworlders who generally have trouble grasping it.