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I agree that truce breaking can be part of the game but I think you can make truces and win without breaking your agreement. For example on a classic map, two people could agree to a San Paulo and Dakar truce, with a 2-turn notice for attack. Either player could win by eventually going through Reykjavik/Montreal or Magdan/Anchorage without giving a two turn notice and without "breaking" the truce. This scenario would be more relevant in a fog game where you might be worried about breaking San Paulo/Dakar and opening a huge stack.OverDoseD wrote:i recently broke a truce in a game because if i didn't my oppononent could have easily broken it and wiped me out in 1 go, and i expected this from him, if he didn't think about doing that i'd be disappointed, truces are made to benefit 1 or maybe both players, but ultimately they will be broken to ensure your survival, dont cry
Ok I didn't do a google search on it and match it with what I think to be true.We can all do that,because its open to interpretation.SirSebstar wrote:eh no,, at least, its not complete..KoE_Sirius wrote:No that's not what its meant to convey at all.Its means you should always try something even tho it seems different to the norm..It does not make it right or proper.As Ray Liotta Says to Joe Pesci in Good FellowsSirSebstar wrote:Actuallty .. it does make it right, and not only right but proper. At least thats what the saying is meant to conveyKoE_Sirius wrote:...........
So when in Rome we do as the Romans do.
This does not in anyway make it right.You are a funny guy lol
Now it is not really wise to trusty on the wisdom of the interweb, but it really is not originally about that you should try something different.
"It is polite, and possibly also advantageous, to abide by the customs of a society when one is a visitor."
http://www.phrases.org.uk/meanings/when ... ns-do.html
The statement refers also to the social mores (rules), keeping to social rules is right and if that is so, it does make it right.
and also I think freestyle sucks and should be changed
Actually i agree with you on a 2-turn or 3-turn notice for attack, it seems like a much better way to make alliances, in the few CC games i've played, i've broken an alliance, and someone has broken on me, but im not too bothered by this, its the game, but i think from now on ill stick to a border region truce, and as you suggested 2-turn notice for attack, thanks for the imputSIDI wrote:I agree that truce breaking can be part of the game but I think you can make truces and win without breaking your agreement. For example on a classic map, two people could agree to a San Paulo and Dakar truce, with a 2-turn notice for attack. Either player could win by eventually going through Reykjavik/Montreal or Magdan/Anchorage without giving a two turn notice and without "breaking" the truce. This scenario would be more relevant in a fog game where you might be worried about breaking San Paulo/Dakar and opening a huge stack.OverDoseD wrote:i recently broke a truce in a game because if i didn't my oppononent could have easily broken it and wiped me out in 1 go, and i expected this from him, if he didn't think about doing that i'd be disappointed, truces are made to benefit 1 or maybe both players, but ultimately they will be broken to ensure your survival, dont cry
So you don't have to break truces. It seems like your philosophy and game style prefers breaking them. I'll try to stop crying.