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April 16th, 2008, 01:52 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Adjudication on a NAP
Quote:
Cerlin said:
For me I think the hardest part is juggling your boarders so you have enemies to fight. In a recent game I was a second rate power that was hemmed in on all sides by either allies, NAP, or people I couldnt attack. Sometimes at that point I want to ask someone to kill me!
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This is why my standard NAP is not a 3-turn NAP, but a a 3-turn NAP with a 10-turn duration. That way, both nations must renew every 10 turns or so thier commitment to the NAP. If someone wants out they just choose not to renew. This does not always even mean war.
I started doing this after another player offered me a deal like that and found it makes the game MUCH more fun. Way more dynamic games instead of being hemmed in by treaties the whole time.
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April 16th, 2008, 01:59 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
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Re: Adjudication on a NAP
"Don't take offense" is of my favorite expressions along with:
I don't mean to judge, but...
...bless his/her heart!
Don't take this the wrong way, but...
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It's like a socially acceptable way to be completely uncouth. 
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April 16th, 2008, 03:10 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Number of globals
I do think it should be a config option, although another thing I think would work is 3 + the number of players currently active, with the provision that the elimination of a player won't take out a spell.
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April 16th, 2008, 03:17 PM
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Sergeant
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Join Date: Dec 2006
Location: Japan
Posts: 351
Thanks: 3
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Re: Number of globals
I love ironhawk's idea! I'll have to start using that.
__________________
"Talk is cheap, but if it keeps your belly full and your grave empty it is worth more than gold." - Lords of Magic Manual.
"Luck is what others call skill when they have none." - Phelean Wolf
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April 16th, 2008, 03:24 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Number of globals
Yeah its just fantastically useful. As other posters have mentioned sometimes even terminating a NAP with a 3 turn warning still causes anger. But if the NAP just expires on its own then people are even less likely to get upset.
Additionally, I like durations because you never know how your nation will develop. On turn 10 you could want peace with everyone... but on turn 20, someone could be close to winning and you would need to go to war with them. Can't ever tell what the future will bring.
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April 16th, 2008, 04:35 PM
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Corporal
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Join Date: Mar 2008
Posts: 112
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Re: Number of globals
A 10 Turn NAP with 3 turn warning...what is the point of that? It's basically just a 13 turn NAP if you can't terminate it before the 10 turns are up. Unless you mean at least 10 turns before you can terminate it, and then any time after that when you want to fight you give them three turns of warning? That would make more sense, but I read your suggestion as "Ten turns of NAP with a three turn warning at the end of that, unless you renew for another ten turns" in which case it's basically a permanent peace agreement.
Also Ironhawk you seem a bit confused there little buddy. Zenphos IS the OP.
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April 16th, 2008, 04:36 PM
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Corporal
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Join Date: Mar 2008
Posts: 112
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Re: Number of globals
Oh yeah and if it matters I agree with Zenphos. If someone doesn't send a confirmation of the NAP then there is no NAP.
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