Re: Inviolate NAP, First Draft
You could probably simplify the NAP into four general terms.
1) LENGTH
A NAP until turn X means no offensive actions until turn X+1. A NAP with X-turns warning means no offensive actions until the Xth turn after the NAP cancellation is *received* (e.g. cancellation of 3-turn NAP received on turn 10, no attacks turns 10,11,12, even if cancellation notice sent turn 9). A NAP for X turns means no offensive actions until the Xth turn, with X starting the turn agreement concluded (e.g. proposal made turn 9, agreement received, no attacks 10,11,12.)
2) PLAYER ACTIONS
Any identifiable actions that directly causes loss of or damage to provinces/ population/ gold/ troops/ gems/ buildings is a breach. Stealthy units in the other nation causing unrest or dom loss is a breach.
3) RANDOM EVENTS
Random events that cause province loss (to indies or other player) are not breaches, but the original owner holds 5 turns rights. If the other player does not hand over possible gains (method negotiable), NAP breached.
4) GLOBALS
Directly overspelling or dispelling globals is not a breach. Casting certain powerful globals (negotiable) is a breach.
* * *
The key is the use of the word "directly". If you're overtly or surreptitiously funding someone else to do attacks, that's not a breach.
I think when LoloMo says that a NAP is not invalidated by the invocation of a mutual defence treaty, it makes sense. It just means you cancel the NAP and observe the requisite delay (and ideally inform your ally) before you join in. If you want to help your ally in the meantime, fund him in gold or gems, or use anonymous spells.
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