Quote:
Originally Posted by TheDemon
Sure, it will give time for research, but it will also mean the vets will snap up all the indies quicker than you can blink if they aren't pressured early. A 10 turn NAP will basically eliminate the noob's numbers advantage. It's not like research will be faster or slower with an NAP in effect, and it's pretty much impossible to kill someone in the first 10 turns, so a 10-turn research counter can be reached no matter what the NAP conditions are.
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Well, Illuminated One is correct on the intention of the NAP (of course it would be world-wide). The way I've placed the land nations, it will be at least 10 turns (I estimate) before the vets come into contact with us anyway. The main purpose of the NAP is keep the vet water nation from getting hostile early on, and to allow some research and development. So the idea that if there is no pressure early on the vets will run riot is a moot point. I would recommend at least a 10 turn NAP, however, 15 might be better. I'm sure if we take a vote it'd probably go along team lines, and the noobs might win as we've more votes.