Caledorn
Emperor
Thank you, r_rolo1 

@r_rolo1
As say before (two times), Civfr doesn't agree for a timer of 24H.
The mod apparently doesn't use a split turn timer during war, but a doubled turn timer.
A quick example, using three teams: team A is at war with team B, and team C is at peace. Team A is first in the war turn order. The time is set at 24 hours.
When a turn starts, the timer for team A and team C starts to tick. After 10 hours team A ends turn, and now the timer for team B starts.
Now team A and C shows a timer of 14 hours (their timer), but team B has a timer of 24 hours. If team C doesn't end their turn, their timer will first run down to zero, but once their time is out the game will switch to showing team B's timer, which will show another 10 hours. Ie, the actual turn length will be:
time until team A ended turn PLUS team B's turn timer
In the worst case (neither team A nor team B ends turn) the turn will take 48 hours here.
o Every team except the Germans has 44hours to play from the turn roll!
o The moment WPC ends their turn, the Germans have 44hours to play.
o As long as your team has not ended the turn the civstat time is your remaining time
o When all teams except the Germans have ended their turn, the civstat timer will switch to showing the remaining time for the Germans.
To make it clear:
o If you are not in a war, you have 44 hours to play after turn roll.
o If you are not in a war and have not ended your turn yet, the civstat time is your remaining time.
mh