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Togas
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California
Jun 2002 time: 21:24
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I have told Trip that my wise men would draft up a proposal for an alliance to be presented to Lux Invicta next week. I want us to use this thread to determine exactly what we want from such a deal.
Personally, I want something that doesn't tie us too heavily, something with loopholes that we can exploit. Something that has a set termination date. Something that spends a lot of time gabbing about how we will work together in friendship for the join successes of our great nations, etc, etc, but doesn't PROMISE anything too specific.
We should debate how long this should be, and we should debate if we want this document to be used to force Lux to fight when we fight (IF we ever fight first), or if we want this document to be used to keep Lux as a friend (therefore, not an enemy) while we keep from getting forced to over commit to a war they get into by the vauge terms in it.
I would like to have jdjdjd be the primary author of this document, but I would like all of the wisemen of Spain to contribute to what we should include, what our goals should be, and how we should phrase things.
--Togas
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Ninot
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Centre Bell
Nov 2001 time: 00:24
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to answer Aidun.... I don't trust Trip at all.
He can be a good guy, sure. But he will do whatever he wants to get HIS way. Teamwork goes by the wayside if it doesnt serve his purpose. If we can do something for him, he will keep an alliance. If we can't, he will break it without shedding a tear, and I believe in that firmly.
Hes an opportunistic guy, and thats dangerous in many, many ways.
If we had a choice, i'd opt to ally with another civ other than his own. As it is though, if we dont make a small alliance, thats suspicious.
So, yeah, I vote we make as few terms as possible, and terms that give ourselves the most freedom we can get.
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dejon
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I think a maximum 20 turns for agreements makes alot of sense, being the same amount of time for in-game agreements.
Also, I am not in favour of agreements that do not closely mirror possible agreements in-game (Alliances, MPP, RoP, etc). Any creative agreements could become onerous and open to interpretation by both sides, whereas everyone knows how the in-game agreements work and what the expectations of them are.
Finally, take a look at all the legal messes in the SPDG game - do we really want to start writing out formal agreements of this and that, and then contesting them afterwards, and so on. Blech.
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OliverFA
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Leeds, UK
Sep 2002 time: 06:24
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Hey this isn't such a bad idea at all!
Maybe not for now, but for other agreements, use a unit like hostage.
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mrmitchell
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Okay, I only skimmed thru the thread, but remember, we're the RP team. We need to sound like a bunch of goofy guys who happen to be playing PtW, not a bunch of hardcore 12-hours-a-day computer geeks. (Granted, we probably are a bunch of goofy guys happening to be playing PtW, but that's not the point.) If we can create the illusion of being a relaxed team, we can use it to our advantage.
Thus, we need to stay in the timeperiod.
If we must have this ugly alliance, roleplay it very heavily. Heck, if we put it on real thick, they might not even figure out what it really means.
(Just some thoughts.)
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DAVOUT
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AUERSTADT
Jun 2002 time: 05:24
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mrmitchell,
Of course I agree, anything lowering our profile is good. In this line of though, what would you think at starting a very serious (but secret) negociation with GoW about hiring them as mercenaries. We could make that looks like the very center of our desire to deal with them, all other matters (tech deals particularly) being secondary for us.
Last edited by DAVOUT on 05-01-2003 at 06:07
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