Laws of the land air and sea as laid down by the great lord Peavybob in ancient times.
Carried over from the old forum: http://www.battleforces.com/node/734
Note this only applies to truces and NAPs. Alliances require a separate thread.
Truces and NAPs do not have to be identical to the rules shown herein, however all Truces and NAPs shall be assumed to follow the standard rules unless specified otherwise in their agreement. (i.e. truces shall be 3 turn notice unless the agreement you make specifically states otherwise)
No attacking a partner while truced
Three (3) Turn Notice, based on the year as it appears during the command input phase. (also known as Bromley Years-See Bromley Versus Peavybob Year Counting http://www.battleforces.com/node/490)
Attacking involves moving forces into a territory or sea zone controlled by another player (attacking a zone that they are also attacking is techically not a violation but is rather rude.)
A sea zone is controlled/owned by a player if they have naval forces in that zone at the beginning of the turn. moving into that zone is considered attacking even if no combat occurs. (See Kdlover Versus Peavybob Sub Blocking) 2 navies running into each other (both moving) is considered a no-fault accident (even if it was planned)
Sea zones bordering factories and capitals currently still fall under #4. blockading an allies sea zone is generally grounds for serving notice though.
Truces apply the same to both parties (unless specifically stated otherwise. must be beyond shadow of doubt) (See Kdlover Versus Anonymous Equal Application of Truce Terms)
Breach of truce against you absolves you of your agreement so you need not wait 3 turns to attack the trucebreaker.
If your truce partner deadbeats or goes on autoplay/dormant withoutexplanation. Your agreement is neutralized until his return, at which point its generally a good idea to return his territories. If your truce expires during his absence, then you have every right to keep his territories and/or eliminate him.