Quote:
Originally Posted by thejeff
A part of the problem is that I can't imagine even bothering to make a NAP in a game specifically labeled "Breaking NAPs is fine." -- the "hohum napper" strawman. If betrayal is that encouraged by the nature of the game, what's the point in diplomacy at all. Maybe really short-term deals.
But it doesn't seem like anyone's really for that. Even those here who are arguing that NAPs shouldn't be inviolable seem to be claiming they'd do so rarely, when doing so is likely win the game (or not doing so, lose it) not just on a casual whim or for a momentary advantage.
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Very simple. Two or more people sign a NAP when they all believe they have something to gain from it. When one or more of them feel that isn't the case anymore the NAP agreement should not be considered very solid anymore. That is why you have to keep a close eye on your surroundings by putting time and resources into intelligence. Just one of the things that makes real diplomacy so interesting.