January 10th, 2012, 18:59
Posts: 7,767
Threads: 94
Joined: Oct 2009
As you know we currently have a few 10t peace treaties, so I looked into how they work exactly. FYI, starting the turn the peace treaty is accepted, each player must play 10 further turns (including the turn of acceptance) before they are allowed to declare again. Thus whoever accepts the peace treaty gets first strike.
However that's actually not quite true - there is a silly bug: if you offered a treaty, and are earlier in the turn order, you have the ability to cancel it a turn early, through the foreign advisor. (When you hover over it, it shows "click to cancel". The (buggy) reason is, the hovertext is trying to count down turns until it will be cancelled, and in this case the treaty will be cancelled later on that same turn. There's no "wait 0 more turns" text.)
If everyone agrees to not manually cancel their peace treaties, everything should work as intended. Novice and I do not plan to do any manual cancellations. Does this policy sound good to everyone else?
(Please avoid posting spoilers about who offered/received peace treaties in this game.)