The following is an article that was published in the December 2007 Echo Cluster Newsletter and just happens to parallel my own sentiments.


NAPs, Alliances and MAD.

by theAdmin

 

For new players there can be much confusion on what is a Non-Aggression Pact. For that matter, there are even differences of opinion between experienced players on the differences between Alliances and Non-Aggression Pacts. The only thing that appears to be consistent is that when an agreement is broken a vendetta of MAD (Mutually Assured Destruction) is applied to the offending party! It is my hope this article can both clarify what these agreements are and to supply some guidelines on what the agreements should encompass in the hope of avoiding MAD.

 

To simplify the discussion I believe there are 4 levels of political interactivity. From most cooperative to least they are:

1)      Alliance

2)      NAP

3)      Neutral

4)      War

 

Alliances encompass a wide range of cooperation ranging from an exchange of minerals for MCs to complete sharing of information and RSTs.  This would represent Limited and Full Alliances. Additionally I would propose there is a state of ceased hostilities that does not really encompass either Neutral or NAP. This is the period of time where the warring factions are trying to work towards peace or they have a something else they temporarily need to focus on other than each other. This agreement could be called a Blood Truce. So now the Political “Friendly” scale looks like this:

1)      Full-Alliance

2)      Limited-Alliance

3)      NAP

4)      Blood Truce

5)      Neutral

6)      War

 

This article does not address the definitions of War or Neutrality. Suffice it to say that in these two states there are no agreements between the parties so there is nothing to break or violate. In all the other states some agreement exists between the parties hence each has an obligation to the other.

 

The key to any agreement is communication. Things run afoul when one player’s interpretation of the agreement does not match the other’s expectations; 99% of failed agreements fail because there wasn’t a complete understanding of what was expected to begin with. The other 1% fail because someone actually intended to break the agreement. This means communication is VERY important. If you think an action of yours may be misinterpreted by the other party it is better to ask first or you may find yourself subject to MAD.

 

A player entering into an agreement assumes certain responsibilities to that agreement. Not abiding by these can result in a player being accused of breaking the agreement. I call these the Golden Rules and all parties should respect them:

1)      During the term of the agreement neither party will do anything to proactively undermine the other.

2)      There is implied confidentiality relating to any information exchanged during the agreement. This information may not be shared with races outside of the agreement and remains confidential for the duration of the game, even if the agreement terminates.

A couple of caveats are appropriate to mention here. Neglecting to do something is not necessarily a violation of an agreement. Also, information garnered from sources outside the agreement is not necessarily confidential and may be shared but the onus is on the player to show the information came from outside the alliance, and even then the offended party may still subject you to MAD.

 

All agreements should contain at a minimum a Statement of Expectation along with the duration for the term of the agreement.

 

A Blood Truce is a very simple agreement. The Statement of Expectation is “The parties will not attack each other for a specified period of time.” The only violations of such an agreement would be to break the Golden Rules listed above or if one party attacks the other during the time of the agreement. Once the specified period of time expires the parties become Neutral unless some other type of arrangement has been entered.

 

Now for some definitions: Wikipedia defines an alliance as “An agreement between two or more parties, made in order to advance common goals and to secure common interests.” A NAP is defined as “ … an international treaty between two or more states, agreeing to avoid war or armed conflict between them and resolve their disputes through peaceful negotiations. Sometimes such a pact may include a pledge of avoiding armed conflict even if participants find themselves fighting third countries, including allies of one the participants.” The fundamental difference between an alliance and NAP is that the alliance is a cooperative effort to “advance common goals and secure mutual interests”. The common goals and mutual interests are the reason the two have allied. Conversely, a NAP is an agreement not to interfere in the interests of the other, no cooperation is implied. An alliance ends when the goal has been achieved or the item of interest is no longer relevant. A NAP ends when the parties cannot find agreement or when the specified time expires.

 

When players enter into an agreement they need to state if they are going to strive for a common goal or mutual interests (ally) or stay out of each other’s way (NAP). If players enter into a NAP the Statement of Expectation is “The parties will not encroach into each other’s territory or interfere with each other’s assets.” Other required items needed to be agreed upon are:

 

So what happens when player A and player B have agreed to a NAP in the following scenarios?

From this last example it should be obvious there could be some misinterpretation of the intents of Player B but without supportive evidence of deceit it should be assumed Player B was honest in his or her intent of honoring the NAP. These examples also point out what a NAP does not do. A NAP is fundamentally a Non-Aggression agreement. A NAP is not an agreement of cooperation. Therefore a NAP does not promise communications concerning other races activities or a promise to defend each other’s space. Actions requiring cooperation imply the agreement this is no longer a NAP but an Alliance.

 

An alliance requires further definition. To restate, an alliance is formed for some common goal or mutual interest. Alliances can be broken into three types:

 

Items to be discussed for an alliance are:

The next two items help to clarify what is expected, is allowed and is not allowed as a result of the alliance.

 

Finally, I’d like to discuss No-Alliance and One-Alliance options. These are add-ons the host may place into a game resulting in enforcement by the host software so that information and RSTs are not exchanged as part of the Host run-process. This add-on only applies a small part of what could constitute a No-Ally or One-Ally game, additional clarification should also be provided by the host. For example, are all communications between races prohibited? Is providing intelligence about other races prohibited? How about the exchange of RST information? In a One-Alliance game may the players enter into a number of alliances as long as they are not at the same time (exiting one before entering another), or only an alliance with one race for the duration of the game? Is a Non-Aggression Pact allowed in a No-Alliance game? These are questions each Host should address to help their players understand the requirements of the game.
theStarbase policy: In no alliance games information exchanged for mutual benefit (I give you this, you give me that) are not allowed but NAPs are. In one-alliance games sequential single-alliances are allowed.

 

As with any agreement an element of trust must come into play. How do you know you can trust someone you are entering an agreement with? Fundamentally, you don’t! The good news is that most experienced players report a very low number of players that back-stab and break their agreements, and the few that did have been remembered for time-eternity. This is a small community and memories run long. The players at a true disadvantage are the new ones. To new players I would advise to enter NAPs and alliances with any player that would be beneficial to your situation and honor that arrangement! The majority of players are honorable and they want to help new players to learn the game so you may even benefit from free advice. To experienced players I would ask them to give the new players the benefit of doubt. At best you’ll be grooming a new player into one of the greatest strategy games around. At worst you’ll have a memorable experience to talk about and a chance to practice your MAD tactics.

 

Acknowledgements:

The material for this article was derived from a lively discussion on theStarbase Forum. I would like to thank everyone that participated. Without their valuable input and opinions this article would have been incomplete. The full thread is viewable here.