Shrike's pages on
   This page contains more information that could help you become a better Space Empires
   player. It has been taken from some of my experiences, postings to the discussion board and
   notes sent to me from other players. Read it and use it.

   Diplomacy

   In the early days of SE, it was usual for the strongest player to win the game, in many cases
   eliminating all or most of the other players. But as the game evolved and players began to
   recognize the strengths and weaknesses of each other the art of diplomacy developed. Now,
   to successfully complete a Space Empires game you have to set up a sometimes complex
   series of diplomatic relationships with your neighbors and often many other players in
   the game. These relationships or agreements have many names but can easily be classified into
   one of two groups: temporary or permanent (gamelong).

   Alliances

   An alliance is an agreement with at least one other player to work unreservedly with that
   player throughout the rest of the game. An agreement to ally supercedes all other agreements
   (although it is possible to be allied with players that are not allied with each other). Allies
   share information about other relationships, intelligence, plans, forces and finances. Like
   it or not, you can't finish, never mind win, a game unless you are in an alliance. So contact
   your neighbors early and set up your relationships to insure your game-long survival.

   NAPs

   All non-alliance agreements are usually referred to as NAPs or non-aggression pacts. NAPs
   come in many shapes(single or multi-player) and sizes (24, 48 or 72 hour notice before launch).
   But they all share one characteristic - they are temporary. Sooner or later you will give
   or receive notice ending the agreement. Note: It is considered very bad form to launch
   before the expiration of the notice and players freely post on the discussion boards about those
   who do not honor this rule. NAPs are used early in the game to define borders and limit the
   number of players you have to defend against. Used wisely, NAPs can give you time to build
   up to knock off another player and insure your survival into the mid-game which often is a battle
   of alliances. Note2: Some veteran players, to protect themselves from each other, enter into
   "Game-long NAPs" or agreements to not fight each other. These agreements are tricky and are
   best left to those who know exactly the terms expected by each other.

   Probably no other topic has had more written about it on the Discussion Boards than Diplomacy.
   Most disagreements that make their way to the board can be traced to poor communications
   between the combatants. My humble advice is to review and remember your agreements before
   you act. And don't assume anything that has not been specifically stated.

Have your own additions to this list? Send them to Shrike@raqbox.com .
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