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On a flip side - no negative auto deploy "bonuses" are lost either.cicero wrote:In addition to lancehoch's response it is worth noting that any Auto Deploy bonuses (like the castle ones on Feudal War) are lost when you miss a turn.

well then, with a doctors note, an exception could be madeParadiceCity9 wrote:"They will be forced to take the game and their turns more seriously"
Well what if they got their hands chopped off so they can't use the mouse, and therefore cannot take their turns until they find a nice lady to take their turns for them?
Not a good idea
Your arguments are just awe-inspiring.Simon Viavant wrote:If you've never missed a turn then you have no life. Sh*t happens sometimes.
And those players are not above 1000.azezzo wrote:shit does happen, your right, but if you do not make a habit out of missing turns then you really shouldnt be affected the few times you lose those armies
there are players who miss turns strategically
why should they be penalized at all, it's not their fault if they miss turns, and it is a strategy to do soTHE ARMY wrote:i think it is a good idea to punish them a little bit more harshly
Who's fault is it then? How about personal responsibility...take responsibility for your actions and inactions.....suffer the consequences. Get a baby sitter to take your turns for you....blakebowling wrote:why should they be penalized at all, it's not their fault if they miss turns, and it is a strategy to do soTHE ARMY wrote:i think it is a good idea to punish them a little bit more harshly
but it is a strategy to miss turns and have more armies (especially in Chained/Adjacent)bedub1 wrote:Who's fault is it then? How about personal responsibility...take responsibility for your actions and inactions.....suffer the consequences. Get a baby sitter to take your turns for you....blakebowling wrote:why should they be penalized at all, it's not their fault if they miss turns, and it is a strategy to do soTHE ARMY wrote:i think it is a good idea to punish them a little bit more harshly
I still don't like this, it's not really a problemjonesthecurl wrote:OK how 'bout this? On your turn after a missed go, you only get say 20 hours to play. next time, 12 hours. That'll speed up the multiple-spoiler problem a bit (where people just join and never take a move)