If you go onto those red lines without a valid Transit of Group Visa (will post later), then it is an act of war. Yes, I will make people fill this out. I also have treaty texts, declarations of war, and pardons.
Everyone's objective is to take over the world (unless everyone decides a draw), you ARE going to war and your borders WILL be crossed.
I was looking at some tutorials, and had a question: can airborne convoy over land (since there is practically no sea sea territories), and if so, can I get some specifics on what that would look like? Also, if there is a round two, can we do either Europe or a custom map with some seas?
There is no convoying in this game. There might be when we switch maps but that's in the far future.
Question: For ay negotiation, anything goes, right? So long as you are not giving yourself armies and magically gaining territory?
Indeed.
How are tiebreakers resolved?
With the most effective tiebreaker: COIN TOSS!
ADDITIONAL INFO:
1.
Surprise attacks - Say (you knew) Arstotzka has two armies in City A and two armies and City B that is going to attack (your) Kolechia's City C. City C only has two armies and will lose the engagement. However, the nearby City D, which has two armies, can attack City A. Kolechia can issue a 'surprise attack' on City A with City D. The City D armies will intercept the City A armies. If they win, they take City A but if they don't, they simply retreat. Either way, the City A army will NOT attack City C.
If you forgot to put 'surprise' in the attack, armies of City A and B will take City C and the army of City D will take the ungarrisoned City A. The two units that must exit City C can go to City E (they cannot attack City A 'cause units can only fight once). Of course, if City A was their only way out, those two units will be destroyed/disbanded.
You can also use surprise attacks to prevent enemies from attacking your allies... or prevent your 'allies' from attacking your 'enemies'.