ALLIED PEACE STRATEGIES
The strategy you apply towards peace in
allied games is dependant on the number of alliances involved in the particular game. I'll
take a look at each situation in turn. Take it as a given that these are the safest
possible ways to handle the situation. I leave the highly risky stuff for others more
foolhardy than I.
- Two Alliances
- The rule for this situation is pretty simple. Never offer peace. If they offer peace,
save it until you can use it to get an advantage. Advantage is forcing them to break peace
to attack you or using the money to get Sharks a turn before anyone enemy on a wreck map.
You really shouldn't except peace for any other reason.
- Three Alliances
- This is the ugliest possible situation. You have to be very careful that you don't get
left out of any peace treaties being made while making sure that one of your opponents
does. I do not play these games for this reason.
- Four Alliances
- You can pretty much assume that everyone will be trying to make peace with everyone
else. However, don't offer peace right away, just accept it from everyone that offers and
then see what the situation is. You may be able to get an advantage somewhere by causing
an inequality in the peace treaties.
- Five Alliances
- You want to make peace with everyone you can. There are so many alliances up against you
that it is almost the same as an individual game. The only difference is that it is an
allied games so you can bet that people are going to be double teaming at every
opportunity they get.
INDEX