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Old March 28th, 2010, 10:07 PM
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Default Re: EA Oceans of Land - (Noob game) [full]

Quote:
Originally Posted by GrudgeBringer View Post
ANY unit that can cause damage to a Nation whether it is overt or covert is breaking the nap if you have it in their lands.

It is no different than having a NUKE in the middle of London Just IN CASE we might go to war with them.
Well its your game so you can make whatever rule you want (just put it in the first post please).

However, I think that an all-out ban on "any unit that can cause damage" really messes up the game balance. First off there is no such thing as a non-combatant in the game. Even an indy scout can take a province or kill some units under certain circumstances. However, some nations' default scouts have abilities such as assassination or incitement or stealth-preaching. By forbidding these, you are seriously weakening these nations - especially since indy scouts are not always easy to find.

It makes more sense to me to say that just having stealthy units in an allies territory is fine as long as they don't attack. That seems consistent with the way its been in the games I've played so far. Sure this means you could launch an attack at multiple points when the NAP ends instead of just walking in through a choke-point. But you can do the same thing with flying, teleporting, and remote attacks anyway so its not that big of an advantage.

And, no, from an role-playing perspective doing a bit of sabotage or heresy is hardly the same as having a nuke in someones' territory. Whether in a fantasy setting or in real-life nations with peace agreements or alliances have spies, saboteurs, and heathen preachers in each others' territories all the time doing all kinds of crap. As long as you can't officially trace it back to the allied government, it's all part of the "game."

Last edited by SciencePro; March 28th, 2010 at 10:17 PM..
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Old March 28th, 2010, 10:25 PM
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Default Re: EA Oceans of Land - (Noob game) [full]

I agree with part of what you say....what I don't understand is why you would make a nap and then try and undermine him. Or better still PREPARING to undermine him.

Take a Skeptic...as long as he is on the move he doesn't cause harm. but say I put 7 skeptics and 3 stone idols in your cap and in about 5 turns you have over 100 unrest, just so you can't recruit and then I move them out and go to another of your forts, just to keep you weak, it is OK? Maybe I have it wrong, but if you have a Nap with me, you can pull your troops away from the border and use them somewhere else, where they are needed.
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