View Single Post
  #75  
Old July 30th, 2007, 05:38 PM

Warhammer Warhammer is offline
Sergeant
 
Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
Thanked 3 Times in 3 Posts
Warhammer is on a distinguished road
Default Re: AWIY\'s blacklist of dishonest peoples

My .02...

I have no problems with NAPs. Especially in the early going, there is typically no benefit to going to war with someone early while Indies are still available (unless of course you are playing a rush nation).

That said, I think NAPs can be broken. If you don't have forces on the border and I have a fair amount on mine, I might consider moving in, especially if it is something that will hurt you severely.

However, the worst thing a player in any diplomatic game came do is make a move that only benefits him in the short term. If I take province X, and break a NAP, and that does not impact you severely, I am a moron.

Maybe it was my years of playing Diplomacy, but there comes a point in every game in which you need to make a play for the win. If the #1 and #3 players are allied against #2, it might be worth it for #3 to go ahead and stab #1. Why? If their relative strengths do not change, #3 will finish #2 after #2 is knocked off. But, if he stabes #1, he will probably benefit more from an alliance with #2 at that point, etc.

The game itself provides its own penalties and rewards for NAPs and alliances. I have not broken one to date, but I am do not want to be held bound to something that is going to doom me to future defeat. Let's say that in game X, I make a NAP with Caelum. It is for 24 turns, and over the span of those 24 turns, both Caelum and I expand. Eventually my only border is that with Caelum. I still have 10 turns left on my NAP, am I supposed to just sit and wait for the dang thing to expire while he is out expanding elsewhere? (Not withstanding my allowing this situation to develop)
Reply With Quote