Knob
Asynchronous turn deadline
You might say: turn cadence, phase deadline, correspondence tempo
The real-world cutoff and repeat interval for submitting the latest legal orders when players are not online together.
- What it does
- Sets how much planning time asynchronous players have and when the server locks, resolves, reports, and opens the next turn.
- Ask
- What clock is authoritative, what happens to an unsubmitted or late order, and how often does a new turn open?
- Typical
- seconds to minutes for live play; hours to days for correspondence play
- Trouble
- Unclear time zones, silent late-order behavior, or a cadence so short that players cannot inspect the replay and plan again.
What to look for
- A clock before the order cutoff
- The next turn after a repeat interval
Connections
- Controls: Core gameplay loop
- See also: Decision window
Sources
- PlayDiplomacy, Game Options, deadlines, optional finalizing, fixed deadlines, early processing and 12-hour/3-day cadence examples
The length of deadlines can be set individually for each type of phase.
Use it on your project
teardown-apply: hold "Asynchronous turn deadline" (async-turn-deadline) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
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