Re: How do you define a NAP?
While my MP experience is limited, I have so far seen in effect: Temp NAP for 3 turns after first border contact, Standard 3 turn NAP's, 10 turn NAP's with shared intel, and NAP until X players remain in the game.
If scouting is not specified, I tend to specify scouts only, no other stealth action.
While I never specify anything about temples, if someone was pushing some negative dominion (deadly like Ermor or C'tis or just plain bad scales) I'd be pretty displeased, and make it clear.
Same goes for rituals, never specify anything. But it tends to be pretty obvious pretty quickly who casts what. All one has to figure out is means, motive, and opportunity. The easiest method is who benefits most (this works equally well applied to politics, government, corruption, etc).
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