QUOTE
Eventhough Victory! (version next) is a ways off, could you explain what you mean by "pulse-processing method"?
Thanks,
-SK

It would be very similar to what you currently have with
SuperNova: Rise of the Empire whereby nations that process on the same day would process simultaneously with everyone's first order being processed before moving on to the 2nd order pulse, etc. The differences would be that 1) Not everyone would have to process on the same day and 2) combat would most likely process on the fly. SuperNova doesn't resolve potential battles until the end of the pulse (so you could spot somebody but not have a battle - they move away on the same pulse). Victory! would probably go with processing battles on the fly as they occur so if two nations try to attack on a given pulse one of them would go first (either due to an initiative system or due to random chance that pulse).
Currently Victory! processes in a sequential position method whereby each nation processes all of its orders, runs its production sequence, etc. then the system goes on to the next position. This works well when folks are processing on different days but when nations process on the same day it can lead to one nation processing two turns in a row (i.e. Nation A processes after Nation B on one turn cycle then, 15 days later, Nation A processes before Nation B ). This can be to your great advantage or disadvantage depending on what the situation is and how your luck is when it comes to such things. Generally though it is better to get off same-day processing with a deliberate delay so that the processing order is definite (assuming your enemy doesn't delay as well) and you can plan accordingly. Victory! players are used to processing day shifts for intelligence purposes and it becomes part of the strategic planning when playing Victory! Still - the same-day processing issue can be devastating and I'd like to handle it in a better way.
Fixing the processing order for same-day processing would be the easiest way to address that but then Nation A would always run first before Nation B and given the game mechanics of Victory! that would be an unacceptable disadvantage and would in effect force Nation B to concede and drop his turn back to a later processing day.
Going to a full due-date simultaneous processing system (like SuperNova) is one possibility but Victory! gets a lot of interaction and cooperation out of the current processing system (folks sequencing their turns to get shared intelligence, to launch coordinated attacks, etc.) and such a system does impose a hard deadline whereby if you don't get your turn in by a certain point you miss the turn cycle. In SuperNova, an empire-building game with a slow pace, missing a given turn and running a default isn't a big problem - only if you are involved in a hot shooting war does it become critical to not miss a turn. In Victory! the fighting starts early and never stops so missing a turn completely is really not a good idea.
Accordingly, my current plan is to keep the sequential processing method so that nations can process throughout the turn cycle but introduce a pulse processing system for same-day processing so that nations that process on the same day will process relatively simultaneously. Every system has its pros and cons of course but I think that combination will work best for Victory!
Russ