Thread: Nap Turns
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Old August 29th, 2008, 12:40 PM
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Default Re: Nap Turns

Quote:
Originally Posted by chrispedersen View Post
Quote:
Originally Posted by konming View Post
While BoT, Utter Dark, Astral Corruption and like should automatically void NAP, I do not see other spells end NAP unless specified clearly in NAP agreement. BoT and alike all directly damage other players (friendly or not). So it is considered offensive spell casted to your land. I do not see Arcane Nexus and especially FoA automatically end NAP. But you can always say that when you sign NAPs.


The point isn't which spells cause attacks on the person with whom you have a NAP. Rather it is spells that are so powerful that they provide overwelming advantage, such that the terms lof a longterm nap should immediately be cancelled.

So, for example if you have a nap+8, and you are the only neighbor of someone that casts forge - the duration of your NAP is untenable.


I will definitely add Astral Corruption to the list and utterdark to the list.
You might as well add "if you expand faster than me" to the reasons for NAPs to be automatically canceled. If you're justification is that your opponent has cast a spell that gives them some sort of advantage in their growth rate over your own in terms of raw power, then you should just abandon the idea of forming an NAP in the first place. The whole point of an NAP with another person is that you're gambling that you can grow faster than them in the long run. OR that you're growing faster than them in the short run, and then you can cancel it and attack them.

Jazzepi
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