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April 3rd, 2008, 06:32 PM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: How do you define a NAP?
That's my understanding.
Still, I try to always spell it out to avoid confusion.
I'd actually like to see more types of agreements become common. Alliances to attack someone are common, but what about defensive pacts, maybe against just one enemy?
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April 3rd, 2008, 06:53 PM
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Second Lieutenant
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Join Date: Mar 2008
Posts: 448
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Re: How do you define a NAP?
If you wanted to spell out all the special types of stealth units that you would want to prevent from entering your territory with a NAP what would they be? So far, I can think of:
Preacher or Heretic units
Assassination
Seduction or Corruption units. (Corruption is like seduction, but i think only 1 unit has it.)
Stone Idols
Bane Venom Charms
Rlyeh sneaking Void Spectres.
Spies causing unrest.
Pan/Bogarus units causing unrest.
Feeblemind/Misfortune from artifacts.
Have I missed anything?
Thanks vfb.  I have added your ideas into one copy-paste-able list.
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April 3rd, 2008, 07:42 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
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Re: How do you define a NAP?
Mundane assassinations are going to cause a battle where your nation is clearly identified. It's an obvious breach of the NAP.
A few you missed are:
Rlyeh sneaking Void Spectres.
Spies causing unrest.
Pan/Bogarus units causing unrest. (Well, this could be obvious too.)
Feeblemind/Misfortune from artifacts.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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April 3rd, 2008, 08:58 PM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
Posts: 1,333
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Re: How do you define a NAP?
I'm actually of the opinion that anything that is anonymous and thus can't be traced back to your nation is fair play. We are talking about becomming the one true god here after all. Sometimes you just have to dirty your hands. Erm, I mean the hands of some mad, rogue, underling you've never heard of. Of course, most of the time you are friendly with someone you have a NAP with and thus there is no reason to bombard them with nasty spells, but if the situation calls for it, I don't see why you'd refrain from using them.
Of course, the flip side of this is that if the target of these spells suspects it's you who cast those spells, he probably will be mildly annoyed with you 
__________________
Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
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April 3rd, 2008, 11:49 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
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Re: How do you define a NAP?
I would assume a time means that much notice to break it. I would not object to stealth units passing through that do not do harm by their mere existence. I would expect permission to be sought for sending through anything else, including a stealth force that might accidentally take a province.
I would figure it means no hostile rituals even if anonymous.
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April 4th, 2008, 12:41 AM
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Corporal
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Join Date: Feb 2008
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Re: How do you define a NAP?
While my MP experience is limited, I have so far seen in effect: Temp NAP for 3 turns after first border contact, Standard 3 turn NAP's, 10 turn NAP's with shared intel, and NAP until X players remain in the game.
If scouting is not specified, I tend to specify scouts only, no other stealth action.
While I never specify anything about temples, if someone was pushing some negative dominion (deadly like Ermor or C'tis or just plain bad scales) I'd be pretty displeased, and make it clear.
Same goes for rituals, never specify anything. But it tends to be pretty obvious pretty quickly who casts what. All one has to figure out is means, motive, and opportunity. The easiest method is who benefits most (this works equally well applied to politics, government, corruption, etc).
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April 4th, 2008, 11:53 AM
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First Lieutenant
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Join Date: Aug 2007
Location: UK
Posts: 792
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Re: How do you define a NAP?
I would suggest a breach of NAP as anything that causes you loss of units, income, territory, gems, and domination (except by border expansion). Although as someone said above, I'd consider building temples and preaching along the border that pushed back your Dom grounds to complain.
Someone sneaking their way through your lands would therefore be basically legit unless specifically demanded. A sneaking unit that was accidentally discovered and was stompy enough to defeat the PD or otherwise harm should merit an apology and compensation for lost income and gems, or be considered a breach of NAP.
* * *
One thing that happened in one of our n00b games was that someone signed a 3-turn NAP and thought it meant no attacks for three turns, the other no attacking without a 3-turn warning. That caused a bit of a fuss. Since then, I've generally specified which I mean.
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