Yeah, I really hope I misunderstood and mmm2 was talking about short turn games.
Limiting the time online is something I don't really like. As I have said before, having strict limits might result with some serious issues and as long as everyone or at least most people honor the rules or at least accept them some way
there are not too big issues
With delaying the moves for 10 hours, do you mean the current unitwaittime system or are you planning to implement the proposed 10 hour unitwaittime for all of the units therefore preventing any moves in 10 hours after the tc if any single unit was moved just before tc?
What I do personally when I'm logged on is of course moves, but lots of the remaining time goes for chatting or like in lw1a where there was not too much ingame chatting, that time was used for managing the cities or making plans for how to do something. That planning could be mostly done with screenshots if absolutely necessary. For me that planning is the most important element since it's not about trying to look the secret moves someone might be doing or even about trying to figure out the best settings for the cities.
I believe that players who have a game plan for 1, 5, 15 and 45 turns will have a great advantage over those who are not planning that much ahead. This planning can't be prevented with time limits. But this planning can also backfire and for me it in a way did in lw1a. Not that I would complain about my performance in that game, far from it, but too much planning may also lead to loss of resources. My advice for people who don't like to make plans for 45 turns ahead is that make the enemy to think that you have such a plan especially if it doesn't exist. That way you will probably burn some serious resources from that player.
And yeah, don't take this stuff too seriously. I have played way too few Longturn games to really understand all the possibilities. Lw1a is/was my 4th LT game and in addition to that I have only played the Finnish game in 2011. There have been talks about a new Finnish game being launched soon and my guess is that it will be online in 1-7 months
But yeah, it may be a smart move to attack a player who spends too much time online. That player is probably either crafting some evil plans or improving the performance of the nation.
Wat about the setting preventing workers completing roads or fort-stuff if the work was started less than 6 hours before tc? That might also work pretty well if it's possible to do? I understood that it didn't require further code changes but as usual, I may have missed something.