The following are some of the terms I have heard used in turn-based strategy war games and how I tend to think of them. All relations have the potential for betrayal. No matter what relationship you believe to have you should always consider communication with others to clarify issues. If a player is not communicating this tends to be due to lack of time, lack of commitment and/or questionable intentions. (or maybe not so questionable, such as that neighbor's desire to take all of your regions)
Be aware that some players play within the word of the agreement, while others play/expect the spirit of the agreement to be observed. If you do not communicate your thoughts and attempt to clarify potential issues then "let the buyer beware".
1) Out of game alliance/multigame alliance - This is a group of individuals who are in an Alliance that spans multiple games. Sometimes these players may have bonds from IRL (in Real Life) such as coworkers or siblings or fellow students. Sometimes a group may form for some other purpose. However, multi-game alliances with large groups and/or strong players tends to be frowned upon by other players... if the other players are aware of the alliance they may be forced to form an anti-alliance to compete. The political dynamics in such games can also be a little tedious. Hence, I suggest avoiding such alliances. Being allies with a specific player in several different games may be different, but I still suggest warring an occasional battle against even your best friends at some point. In fact, your mates may be the best to wage a fun, secondary contest via E-mail about your exploits and their own.
2) Alliance for duration of game - This is the strongest pact available within a game. Ideally, both players will be working towards the mutual benefit of each other. Typically, you will not see one player attempt to make huge leaps to pass the other in the rankings, especially if that other has assisted them. I have found Communication is VERY important in this game, especially between allies.
3) Limited Alliance - This is an alliance to work towards a common goal, such as for a limited duration (until Cycle 20) or until an opponent is eliminated. This often is treated as little different from a game long Alliance. Players in an alliance may expect their allies to assist them when in need, depending upon their allies' situation.
4) Game long, unlimited NAP - There are many definitions and considerations for a NAP or NonAgression Pact. The strongest NAPs are very similar to alliances and should be mutually beneficial. I tend to use NAPs as a stepping stone towards alliances for those who treat well and hold their own. Players in a NAP should not normally expect direct assistance (i.e. gifts, ceding regions) from neighbors with whom they have a NAP.
5) Limited NAP - The most common NonAgression Pact seen in Evernight tends to be a 2-4 turn warning (3-5 ticks). You should not cast spells or make actions that are equivalent to an attack. Some players may consider any agressive or threatening action (building Fortresses, blocking expansion, capturing their tough opponent's regions) as a potential violation of a NAP. Others might ignore it. Others may consider it a reason to dissolve the NAP. (NOTE: Break a NAP = violating an agreement without warning. Dissolve a NAP = give at LEAST agreed upon warning) I suggest discussing the terms of any NAP to determine expectations and to help avoid confusion. If you take time to insure you understand your relationship and that the other player has the same understanding then it can save a lot of hassle.
6) Borders - These are agreed upon borders. I suggest a formal Declaration of War before attacking. This is similar to a 1 tick or 0 turn NAP, but slightly less binding. I suggest agreeing to borders and potential future borders before moving discussions further. If a player is going to make unreasonable demands I would rather find out before agreeing to a NAP.
7) Friendly Nations - Some communication has been sent and received, but no formal borders or relationship has been guaranteed.
8) No Contact/no response - I view this
as hostile
9)Cease Fire - A cease fire is a very tenuous, temporary agreement between warring nations that may dissolve without any warning. They are often used to investigate the potential for other resolution than war, but often that is not the result. I would generally prefer 12 or more hours' notice before cessation of a Cease Fire (or at least some notice), but none is generally guaranteed.
10) Unfriendly nations - You may have
had a bad history or exchanged threatening communications. 11) Enemies - You are currently fighting.
This could end with the destruction of one player or the other or one player
may surrender/be offered terms of surrender. 12) Vicious Enemies - You are at war
and no quarter will be given. Perhaps one player felt betrayed or refused terms
of surrender. These enemies will do what they can to destroy each other, but
are unlikely to give up their own game to destroy the other. 13) Foe - One of you feels so betrayed
as to seek out the other player in other games. This player may even give up
his own good name or good position to destroy the other. Yuck!