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August 28th, 2008, 08:43 AM
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Lieutenant Colonel
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Join Date: Nov 2005
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Re: Nap Turns
Heartily agree with you Archonsod!
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August 29th, 2008, 10:23 AM
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BANNED USER
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Join Date: May 2004
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Re: Nap Turns
Quote:
Originally Posted by konming
While BoT, Utter Dark, Astral Corruption and like should automatically void NAP, I do not see other spells end NAP unless specified clearly in NAP agreement. BoT and alike all directly damage other players (friendly or not). So it is considered offensive spell casted to your land. I do not see Arcane Nexus and especially FoA automatically end NAP. But you can always say that when you sign NAPs.
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The point isn't which spells cause attacks on the person with whom you have a NAP. Rather it is spells that are so powerful that they provide overwelming advantage, such that the terms lof a longterm nap should immediately be cancelled.
So, for example if you have a nap+8, and you are the only neighbor of someone that casts forge - the duration of your NAP is untenable.
I will definitely add Astral Corruption to the list and utterdark to the list.
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August 29th, 2008, 12:40 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Nap Turns
Quote:
Originally Posted by chrispedersen
Quote:
Originally Posted by konming
While BoT, Utter Dark, Astral Corruption and like should automatically void NAP, I do not see other spells end NAP unless specified clearly in NAP agreement. BoT and alike all directly damage other players (friendly or not). So it is considered offensive spell casted to your land. I do not see Arcane Nexus and especially FoA automatically end NAP. But you can always say that when you sign NAPs.
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The point isn't which spells cause attacks on the person with whom you have a NAP. Rather it is spells that are so powerful that they provide overwelming advantage, such that the terms lof a longterm nap should immediately be cancelled.
So, for example if you have a nap+8, and you are the only neighbor of someone that casts forge - the duration of your NAP is untenable.
I will definitely add Astral Corruption to the list and utterdark to the list.
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You might as well add "if you expand faster than me" to the reasons for NAPs to be automatically canceled. If you're justification is that your opponent has cast a spell that gives them some sort of advantage in their growth rate over your own in terms of raw power, then you should just abandon the idea of forming an NAP in the first place. The whole point of an NAP with another person is that you're gambling that you can grow faster than them in the long run. OR that you're growing faster than them in the short run, and then you can cancel it and attack them.
Jazzepi
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August 30th, 2008, 08:49 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Nap Turns
While you will never get a consensus, i will say this: Casting the Forge could well have your allies with naps attacking you the very next turn.
And no one will blame them. Whether it ends naps or not is the subject for scholarly debate, but casting the Forge without being able to fight the world, or without having told your friends and gotten their ok is a mistake.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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September 3rd, 2008, 02:17 AM
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General
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Re: Nap Turns
Ummm... the Forge is a great spell, but certainly not worth breaking a NAP over.
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September 3rd, 2008, 12:47 PM
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First Lieutenant
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Re: Nap Turns
What about Gift of Natures Bounty? I personally rank it's power even with the Forge and a little bit ahead of Arcane Nexus. A true game breaker of a global.
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September 3rd, 2008, 12:50 PM
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Major General
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Re: Nap Turns
Quote:
Originally Posted by Edratman
What about Gift of Natures Bounty? I personally rank it's power even with the Forge and a little bit ahead of Arcane Nexus. A true game breaker of a global.
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Quite frankly money isn't as good as gems. Which makes forge and nexus much better. Forge helps boost your mages forging paths, too, which is a huge boost.
Jazzepi
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September 3rd, 2008, 01:05 PM
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General
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Re: Nap Turns
I think this discussion may point at a fundamental disagreement. Some view only direct attacks (or indirect damage from globals) as breaking a NAP, others view some globals that put the caster in a dominant position as sufficient.
Essentially, this doesn't hurt me directly, but if you're not stopped quickly you're going to win, which doesn't just hurt me, it destroys me.
Similarly, would a sudden attack which leaves the NAP partner on the brink of winning via Victory Conditions justify breaking a NAP? Say siegeing enough VP castles to win on the next turn.
I'd be happier living with some globals that do hurt me directly than with some of the power boosting ones. The random lightning strike one should count, but I'd rather live 3 turns under that than wait 3 turns while a someone has the Forge or Arcane Nexus up.
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September 3rd, 2008, 01:20 PM
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Second Lieutenant
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Join Date: Sep 2007
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Re: Nap Turns
I don't know - what's more powerful - reaching const 8 first and grabbing all the good artifacts or casting FoA? Maybe we should add forging chalice to automatic voiding NAP list?
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September 4th, 2008, 12:01 PM
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BANNED USER
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Join Date: May 2004
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Re: Nap Turns
Quote:
Originally Posted by Jazzepi
Quote:
Originally Posted by chrispedersen
Quote:
Originally Posted by konming
While BoT, Utter Dark, Astral Corruption and like should automatically void NAP, I do not see other spells end NAP unless specified clearly in NAP agreement. BoT and alike all directly damage other players (friendly or not). So it is considered offensive spell casted to your land. I do not see Arcane Nexus and especially FoA automatically end NAP. But you can always say that when you sign NAPs.
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The point isn't which spells cause attacks on the person with whom you have a NAP. Rather it is spells that are so powerful that they provide overwelming advantage, such that the terms lof a longterm nap should immediately be cancelled.
So, for example if you have a nap+8, and you are the only neighbor of someone that casts forge - the duration of your NAP is untenable.
I will definitely add Astral Corruption to the list and utterdark to the list.
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You might as well add "if you expand faster than me" to the reasons for NAPs to be automatically canceled. If you're justification is that your opponent has cast a spell that gives them some sort of advantage in their growth rate over your own in terms of raw power, then you should just abandon the idea of forming an NAP in the first place. The whole point of an NAP with another person is that you're gambling that you can grow faster than them in the long run. OR that you're growing faster than them in the short run, and then you can cancel it and attack them.
Jazzepi
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Jazz, some people will not break a nap regardless of consequence. So I am trying to provoke discussion of what a nap entails, and craft a nap that
a) has a consensus of understanding of what it entails.
b) handles issues of current concern.
I get that none of this is of value to you. If you're (generic you, not you personally) going to break a nap, it doesn't matter what the terms are. However, if you intend to keep it, then there are certain common circumstances that should be thought about, and perhaps be reason for an out.
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