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 Post subject: is there a way to mod diplomacy ?
PostPosted: Jun 18 2007 
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So that you can start a scenario with certains regions already allied to other regions AND that no new alliances can be formed ?

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 Post subject:
PostPosted: Jun 18 2007 
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Initial alliances can be added in the .GMC file, but beyond that no, the rest cannot be modded.

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PostPosted: Apr 01 2008 
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Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
How about a way to set the starting civ and diplo ratings between countries ?

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 Post subject:
PostPosted: Apr 01 2008 
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yes, but it's a big grid of the regions.

for example in \Custom\New Bavaria.GMC there is a section for each player;

Quote:
&&PLAYER01
01electionymd: 2015,11,1
01playeragenda: 4
01armsavail: UNDA
01belli: 0,0.29,0.28
01civattitude: 0,0.3,0.15
01diprelate: 0,0.25,0.25


&&PLAYER02
02electionymd: 2015,11,1
02playeragenda: 7
02armsavail: UNDA
02belli: 0.35,0,0.27
02civattitude: 0.15,0,0.2
02diprelate: 0.25,0,0.25


&&PLAYER03
03electionymd: 2015,11,1
03playeragenda: 7
03armsavail: UNDA
03belli: 0.41,0.31,0
03civattitude: 0.15,0.3,0
03diprelate: 0.25,0.25,0



So looking at 01belli values, player01 has belli of 0 against region 1 (itself), 0.29 or 29% against region 2 and 28% against region 3.

Now try that on 3 stats, 32 regions, 32 relations, and you'll understand part of what I had to do to create "WWIII".

I usually did it in a spreadsheet first then exported to CSV to get the commas in place then cut and past into the .GMC file.

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