DIRESTRAITS wrote:Alliances are a very fair part of the game. Recognizing situations where you need an alliance and making it is a skill, just like tactics
Yes i second that.
War is not only abbout killing but also abbout surviving.
I play risk for a time, and when i played it the first couple time's it seems unfear when other conspire aiganst you, but then i dint saw the overall oversight.
The world start's its war in a kind of ballance.
When that ballance shifted to one dominating danger, than you better ally yourself just to survive.
especialy in terminating game's, where you only have to eliminate one to get points, an alliance is just a part of it all.
Even in real-live you cant seperate war from peace, if there was no peace then war wasnt war,and if there was no war, then peace is meaningless.
Sindse the topic is alliance a tought i post my treaty concept here.
It worked awesome, check my pos. feedback and the game log of 64440 and the game with Vader_10 i played recently.
And my concept is very clear in the rules.
Normaly first setting is a cease fire, both player agree not to attack each-other contigent's unles there = 1 army on country or both argee otherwise. this is a full turns that begins after the anouncement, and it automaticly expires unless otherwise agreed
And the higher step is an peace treaty, its like a cease fire, it is also 1 full turn + c1 full turn cease fire, this first treaty status let say status RED means you give eachother 2 full turns, and the status is automaticly prolonged unless one player indicated:round 5 treaty = over next round, then round six is status cease fire and automaticly in round 7 its war aigan.
Also in a alliance, the objective is an ballanced cooperation, i upload my concept here and like your feedback on this.
================= T r e a t y =======================
In the case of 'a cease fire both agree for one full turn not to attack each other. a' cease fire expires automatic ly after one full turn.
Peace treaty: that is an agreement to give each other 2 full turns notice before one open an attack.
However this agreement will be automatically prolonged as long neither Allies declare the termination of the treaty.
This is called Condition or status "Red"; for example: Turn 44 x-man: I declared this treaty terminated, at the start of turn 45 both allies are at the status of: "cease-fire" and may go to war again at the begin of turn 46
Then you can enlarge and strenthten the alliance by agree a status Orange which add one turn to the 2 turns agreement so three turns, same condition's as the status red.
Normally allies agreed upon to chair the Territory's equally, and progressing to a balance.
Also country with more then 3 to x arms belonging to an ally would not been attacked.
When one broke with the rules of an alliance, the alliance is in fact terminated!
Also the one who does terminate the alliance is considered no longer be trusted.
Because a violation of such alliance is considered very seriously, and its a honorles way to terminate an alliance.
It is not permitted to have secret alliance's therefore all alliances must Inmediately made public that is in the game chat area of the map you're playing.
Accepting and follow the rules of an alliance both party's can negotiate whatever they want.
Players may agree upon to change the status with one step (truce >> red >> orange >> yellow >> etc.) either way.
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so thats enough spamming here and i hope you all express your opinion to my poll LUCK versus strategy stil 1 1/2 month open!
Cu l8r

The various religions are like different roads converging on the same point. What difference does it make if we follow different routes, provided we arrive at the same destination.
- Mahatma Gandhi
Greetings from the Stargazer.