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dom6:naps [2025/07/13 12:23] cybertron2 [Treatise 2 - Cybertron2's Treatise] |
dom6:naps [2025/07/16 06:51] (current) cybertron2 [Treatise 2 - Strict Ingame NAP] |
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====Treatise 1 - LucidTacics Treatise==== | ====Treatise 1 - LucidTacics Treatise==== | ||
- | //More will be added here when the original article is found. For now - I will stick to what I have// | ||
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- | ==== Treatise 2 - Cybertron2' | + | |
+ | Details covered in the video below | ||
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+ | https:// | ||
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+ | Many thanks MandarBMax as the graphs are a derivative of his prior work | ||
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+ | **Key takeaways from the video in addition to the chart | ||
+ | ** | ||
+ | * Scout caught not a break but a scout army ping is | ||
+ | * Remotes are a breach | ||
+ | * Bane venom charms are a breach | ||
+ | * Sneaking enemy forces when NAP is ending - stealthing in forces is accepted as normal - not addressed whether a breach or not. Considered ' | ||
+ | * Harmful Globals are not a violation, but considered to ' | ||
+ | * Most people do not expect a NAP to hold when winning is imminent | ||
+ | * Note there are a swath of people who will NAP break to win a game | ||
+ | * Global Stealing - not a violation | ||
+ | * If indies take a province and you don't take it back it isn't a violation but its cheeky and its ok to be salty | ||
+ | * Rules lawyering and dirty dealing within the NAP is bad. | ||
+ | ==== Treatise 2 - Strict Ingame NAP ==== | ||
+ | You follow the rules of the game. AKA the players create a NAP ingame. If an action would breach the NAP ingame, it is a breach. You follow the pre-defined preset illwinter rules - as coded into the game. AKA if the game says its a nap break - its a nap break. | ||
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+ | Note that this is somewhat exploitable with independent attacks and remote spells, and limits a players ability to respond to a throne rush (someone going for the win). As such, there is divided opinion on strict in-game naps for diplomacy. | ||
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+ | In the authors (biased) opinion, this is generally inadvisable, | ||
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+ | ==== Treatise 3 - Cybertron2' | ||
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f) The NAP countdown has begun. Player A has stealthy elves and uses the countdown to move them onto all of player B's tiles so they have a better attack when the NAP runs out. | f) The NAP countdown has begun. Player A has stealthy elves and uses the countdown to move them onto all of player B's tiles so they have a better attack when the NAP runs out. | ||
- | All of these previously could be considered passible behaviour – or NAP breaks. Since there is no clear line at present – this article will set one. These are all nap breaks. If a play exploiting a nap could be considered a ‘dick move’, it’s a nap break. Basically – treat your allies as you would want to be treated – double-dealing, | + | All of these previously could be considered passible behaviour – or NAP breaks. Since there is no clear line at present – this article will set one. These are all nap breaks. If a play exploiting a nap could be considered a ‘dick move’, it’s a nap break. Basically – treat your allies as you would want to be treated – double-dealing, |
- | Generally | + | Now there’s a limit to this. Basically, mistakes and minor quibbles are not breaks. But if a person takes a clearly untenable position in order to profit unreasonably from the NAP, it’s fair to consider the behaviour a break. |
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+ | People who behave like this are abusing the ‘future game consequence’ of a nap break (both in game, and in future games through reputation) – so I am creating and naming a mechanism for players who feel trapped by the threat of being called a ‘nap breaker’ when someone else abuses the terms. This is an **Indirect NAP break** | ||
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+ | Generally | ||
1) Your scouts and stealthy units are allowed in their borders (outside of actively elfing said napped player). | 1) Your scouts and stealthy units are allowed in their borders (outside of actively elfing said napped player). | ||
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Fundamentally – the existence of out of game diplomacy and its prevalence affects the game. From a game health point of view – this is not wholly positive – as different people have different standards on acceptable behaviour. The issue is that players who make out of game deals fundamentally have an advantage over those who don’t, the more over the top the deal, the bigger the advantage. | Fundamentally – the existence of out of game diplomacy and its prevalence affects the game. From a game health point of view – this is not wholly positive – as different people have different standards on acceptable behaviour. The issue is that players who make out of game deals fundamentally have an advantage over those who don’t, the more over the top the deal, the bigger the advantage. | ||
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+ | The second problem is known nap breakers can have problems in diplomacy. Which can cause out of game consequence - such as in future games. | ||
For the purposes of the below we are assuming NAP’s are honored – which is an issue of itself. Essentially, | For the purposes of the below we are assuming NAP’s are honored – which is an issue of itself. Essentially, | ||
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2 players agree to take awake dracoliches (or a similar – capital rush pretender) pregame and rush the other 2 players. Knowing they have a safe border, this is much more ‘doable’. The game ends on turn 3 for 2/4 of the players. | 2 players agree to take awake dracoliches (or a similar – capital rush pretender) pregame and rush the other 2 players. Knowing they have a safe border, this is much more ‘doable’. The game ends on turn 3 for 2/4 of the players. | ||
- | Now the community accepts | + | Now many players accept |
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- | Taken to the absolute extreme – you could have a pregame deal in a 9p game for 6 players to rush 3 players. The 3 are functionally always going to lose, the 6 always end up ahead, then you end up in a 6p game. Repeat again with 4v2 to end in a 4p game, then 3v1 to end in a 3p game and we end up with 3 players before any real ‘game’ has been played, solely as a result of ganging up. This in my opinion takes the fun out of dominions, but is fundamentally a function of out of game diplomacy – to a lesser or greater degree. | + | |
- | This creates | + | Taken to the absolute extreme – you could have a pregame deal in a 9p game for 6 players to rush 3 players. The 3 are functionally always going to lose, the 6 always end up ahead, then you end up in a 6p game. Repeat again with 4v2 to end in a 4p game, then 3v1 to end in a 3p game, then 2v1 to get to 2 players and we end up with 2 players solely as a result of ganging up - at any given time the weaker party is outnumbered at least 2 to 1. This in my opinion takes the fun out of dominions, but is fundamentally |
- | In short, I don’t want this to appear judgemental or like the author is trying to tell you how to play the game. This is used to illustrate the gameplay effect of these out of game deals, and how they functionally skew the game. Whether or not a player wishes to engage, how much, and how far is a personal decision, | + | This creates a two-faced problem. NAPS are mutually beneficial, but they also provide two players with an advantage over the rest of the lobby. And layered onto that – how far is too far. This is not a question with a clear answer – but from a gameplay point of view is crucial – as it can go anywhere from slight advantage all the way to essentially locking players out of the game before |
- | Ultimately – it is for each player | + | In short, I don’t want this to appear judgemental or like the author |
+ | Ultimately – it is for each player to decide where they draw the line – if at all. Due to the strategic advantage, NAPS will remain a essential, and game-altering aspect of every dominions match. | ||
+ | ===== Related Articles ===== | ||
+ | Community guide to etiquette - https:// | ||