Georgerx7di wrote:You can only break a truce on Tuesday
Or on a blue moon.
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Viceroy63 wrote:BigBallinStalin wrote:Viceroy63 wrote:In a way this is also a role playing game but the thing is that we carry our roles into every game we play. So if we break our agreements then eventually our reputations will proceed us.
If we make a truce it should be towards a certain specific round. For example: "Pink, can we have a truce until round 18?" Then on round 18 the first player to go can fire on.BigBallinStalin wrote:As Sun Tzu says, the successful general is one who wins the war without deploying a single soldier. I'm still figuring out how to apply this to ConquerClub....
That's too deep for me man. LOL.
Haha, don't be discouraged. It goes like this:
You undermine the State, or create/take advantage of a tension between its rulers and their people. This renders the State/political leaders' ability to craft policy and wage war less effective. Much of this is performed through the 5th column (spies). A longer framework would incorporate making alliances against the enemy (or engaging in mutual trade embargos/sanctions). The internal pressure increases, and the external threat of force (from your own forces and from your allies) would hopefully force the enemy to sue for peace---before the physical war has even begun.
Thus, the successful general is one who wins the war without deploying a single soldier.
OK; But whether you employ spies or the agents of Chaos to undermine the state or opponent, are you not still deploying a troop. Maybe not a military troop but deploying some one none the less? Or am I wrong about that? =)
danryan wrote:It's always justifiable. Just be prepared to deal with the consequences.
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