MPP Questions

ALA Gator

Warlord
Joined
Jul 2, 2007
Messages
133
Location
Alabama
Here is the situation... I am involved in a war with the Egyptians and I have a mutual protection pact with 4 other civs against them. At most I have 10 turns left before these agreements expire. Is there any way to dissolve these agreements and stop the war and what type of rep hit will I take doing this?

Also when war is declared by many AI civs against another AI civ shouldn't this stop the trades between the AI's enabling me to pick up some Luxuries? This did not occur in this instance and it made me very sad:cry:
 
Yes they should not be able to have trade with anyone they are at war with at the time. That does not mean you will get some of the action. Many reason, such as they may not be able to make a deal as the trade route may no longer exist, if it goes through an enemy land.

You take a hit, if you break any agreement. They have to expire. Best to not be making them in the first place. They remove your control over who and when you are in a war.

Yes, there are times that it makes sense, but those should be rare. Do not add RoP's into those deals, unless it is an extreme situation.
 
Never do ROPs either. I recruited the neighbors to Egypt's "colony" of cities and they have taken a couple of those cities. The MPP made sense in this case because I needed them to be attacked on all fronts to keep their huge navy away. So the only way out is to make peace? I may just ride it out...
 
It won't do much good to make peace, unless your friends do as well. The MPP will force you into war as soon as someone is attacked. With 4 civs, that wil be on the same turn most likely.

If you see the MPP partners go to peace do so as well, then you can hope.
 
MPP's only help when you are at war with a stronger than you opponent or know you can keep the defensive and more importantly the offensive front for around twenty turns. Breaking the MPP is the WORST breach in trust you can do. They will never do ROP's , Military Alliances or MPP's for that matter. These agreemnts require alot of planning.
 
I personally was in a pangea game as china and I too brought every neighboring AI civ on against my enemy in the early part of the game. I decided to make peace and no one trusted me after that. I thought that it would do good to go back and destroy them but after I destroyed them they still were furious with me. I ended up winning through space race but I got a save right before I won and I looked back to see what their moods were to me and they finally improved their moods to annoyed and one was catious only because I gave him luxuries for free over and over again. All in all if you decide to make peace no one will ever ever like you again (unless you start another game lol)
 
Hey, alliances can be ended after only 20 turns. That's not alot. You can even have your entire army sit prettily within your own borders; that won't cause any upset.
So just don't make peace aslong as the alliance lasts and you should be fine.

If you want peace because the enemy is stomping you then you either:
1. made a mistake to declare war in the first place, or
2. had no choice but make alliances with other civs in order to survive longer against an agressor.

Alliances with AI civs always work in your favor and prevent the enemy from courting those same civs into an alliance AGAINST you.
Unless the enemy is a pushover, you should *always* make alliances with your neighbours.
 
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