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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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I think there are two things here-- one is roleplaying, which I do a lot when i have time. It can make a game fun whether you win or lose.
The second is psychological warfare or using diplomacy/lies etc to advantage. i will use deception or misdirection in general messages BUT I always keep my word if we agree to pact to the end, or a non-agression pact or if we set up a tech trade to happen over a couple of turns. A deal, once reached is a deal and I have always thought that to violate a clear deal was a cheat. I mean it would just stink to break your pact with someone you had pledged to co-op victory with right on the turn before you transcend. I'd like to think my reputation for keeping my word would become known but I doubt that actually happens.
But for anyone else, they are all potential enemies and you use whatever tools are at your diposal in dealing with them. I lost axt 043 because i believed a treaty mate who indicated his plan to attack the AI. About 5 turns later he jumped me and I was not sufficiently armed to deal with it. It was an outtright lie he told, and on some levels I did not like it . . . but he had promised me nothing so I considered it to be fair ball within the game parameters and a lesson for the future. I tend to believe people less and keep myself better armed, even when I have no current offensive plans
Last edited by Flubber on 26-02-2002 at 20:30
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:17
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Also I like to employ a form of psychological warfare that is never verbalized in the game messages as well. You know, provide escorts for units that they probably thought were unknown to you, popping a unit into sight of their sensor in an unsuspected place.
While I try to play each game separately and roleplay them a bit, there will be carryover from game to game. Attacking me in one game would have no implications in another, but if you use deception in one game, you have to expect that your victims will be more wary in other games. Thats one reason I keep my word . . I play with a lot of the same players in different games
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MariOne
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Erewhon in Neverland
May 1999 time: 06:17
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quote: Originally posted by Flubber
... I mean it would just stink to break your pact with someone you had pledged to co-op victory with right on the turn before you transcend... |
...IF he did not give you a valid IN-GAME reason to do it!!!
I remember that in BCGBS I desperately in the last turns attempted to provoke and piss-off Mongoose to drive him to do something I could reasonably object to and end our Pact!
But, no, he swallowed every provocation and accepted to let me Transcend and get the highest score too despite having only the 3rd or 4th ranked population, but "morally" forcing to keep the Pact and share the Victory! 
This is to say:
Of course, if you dump a pactmate on the turn before victory "just because" the interface allows you to do it, it make no sense from a game-meaning PoV itself (imho)
But any in-game pretext:
- I faked to be friend with you from the start, as on turn 2143 you did me unrecoverable offense that I promised to make you pay in the end
- I wanted to share Victory with you and Player B, but Player B refused to share it with you, I had to choose, and I owed him, I had to be more grateful with him than with you...
- What? OK coop Victory, but game history showed that *I* need to get the front page honors. I won't accept to share it if you don't ensure that *I* trigger the Victory condition and *I* get the highest score....
- ...
IF such pretext is true, then you'd be morally justified, from an in-game PoV, to break even a Pact-to-Victory.
Otherwise, I agree that breaking your word without a reason would just spoil the fun for yourself, don't you think?
DIFFERENT would be if you'd be playing with NO-COOPERATIVE Victory option.
Then of course only one would win, and every Pactmate would know it from the start, and that would make it a bit more like Diplomacy The Game.
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