A Fog of War game involves strategy. In RL there are rules for real wars, Geneva Convention anyone? Perhaps the 12 hour rule can be made a Rule like the Clan Sitting Rule in clan war games or League games, but remain a question of "courtesy" and strategy in "friendly" games?
p.s. Good discussion on Fof of War in wikipediahttp://en.wikipedia.org/wiki/Fog_of_war ... _and_games
The fog of war is the uncertainty in situational awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding one's own capability, adversary capability, and adversary intent during an engagement, operation, or campaign.
The concept was introduced by the Prussian military analyst Carl von Clausewitz in his posthumously published book, Vom Kriege (1837), which appeared in English translation in 1873 under the title On War:
Der Krieg ist das Gebiet der Ungewißheit; drei Vierteile derjenigen Dinge, worauf das Handeln im Kriege gebaut wird, liegen im Nebel einer mehr oder weniger großen Ungewißheit. Hier ist es also zuerst, wo ein feiner, durchdringender Verstand in Anspruch genommen wird, um mit dem Takte seines Urteils die Wahrheit herauszufühlen.
(War is an area of uncertainty; three quarters of the things on which all action in War is based are lying in a fog of uncertainty to a greater or lesser extent. The first thing (needed) here is a fine, piercing mind, to feel out the truth with the measure of its judgment).
Carl von Clausewitz
The term "fog of war" has become jargon in military and adventure video and computer games, in the more limited sense of enemy units or characters being hidden from the player.
One early use of fog of war was the 1978 game Tanktics designed by Chris Crawford, which was criticized for its fog of war system detracting from the fun of the game. Crawford later noted that "...when the games get too realistic, they lose their appeal."[4
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