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[NO PLAYERS] The Kibitzer Klub: PB13 Map & Lurkers

You know it is possible to change peace treaty length to an arbitrary number in the global defines?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Can they be set to negative values so that when you sign peace it is like in 1984 where you have immediately always been at peace with X and have always been at war with Y?

I'm guessing a negative value actually would not work in practice.
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or just turn it to 0 so that all peace treaties are non binding. pimp
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I think one turn would be best.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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i didnt think seven was serious...
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(February 20th, 2014, 12:52)Ceiliazul Wrote: i didnt think seven was serious...

Me neither but I have nothing better to do. crazyeye
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Well Seven has frequently proposed banning the peace treaty altogether, and I think altering the length to one turn is a reasonable way of doing that.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Is it possible to make peace treaties non-binding but give a penalty for breaking them?
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You could code anything, but a penalty seems dumb .
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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What's your opinion about OldHarry's decision on trading Stalingrad for cease fire with Mack? Looks a bit risky to me. If Mack decides to continue war after 10 turns of enforced peace islands are still undefendible and they lost nice culture buffer on the continent.

Anyway, its tough but interesting game for them.
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