Quote:
Originally Posted by Calahan
Pangaea sent their "All NAP's void" notice on turn 62 (in-game message). By my reckoning (although this is just my view of an NAP timetable) if the NAP's were 3-turn NAP's, any attacks that were ordered this turn would be valid.
Turn 62 - Turn 1 of notice
Turn 63 - Turn 2 of notice
Turn 64 - Turn 3 of notice, hostile orders may be issued if so wished.
Turn 65 - All 3-turn NAP's are officially over, and any attacks that occur were valid with regards cancelling the NAP.
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Really? I could have sworn we were in the second turn of the grace period. Still, I defer to your non-Alzheimer's-afflicted memory.
Quote:
Originally Posted by Calahan
Also, the game status page states that no NAP's in this game are inviolable, so any player in the game could choose to violate any NAP at any time if they wished.
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Yeah, I'm not saying that people shouldn't break NAPs. What I'm saying is that the human player of Pan convinced me that he wouldn't break
his NAP and I played on that basis. My issue is, if Pan had gone AI and the turn hosted without my knowledge, I would have been at a significant disadvantage.
EDIT: Ah - I see that this is exactly what occurred and yes, Pan attacked.
This is not about taking advantage of nations going AI, its about knowing the state of the game at the time you play your turn.
Also, in terms of game balance, I disagree that the difference between one turn of stale and one turn of AI control is significant.
Just my 2c