Mutual Proctection..Do you sign on or not?

well i normally dont sign them..........unless im gonna go to war against a very powerful nation..........then i will sign mutual protection with a few nations then declare war...........but also make sure that you have good strong units........i will usually wait until i get a new tech that will allow me to have a better unit then the enemy...........say cavalry or summtin...........
 
I only use them if my partner is very powerful and I'm weak at the time. Otherwise, I avoid them and use Rite of Passages (ROP)instead. The AI is very reluctant to attack you if you have an ROP with them. Hey, they walk all through your country anyway!
 
It all depends on the situation for me.
But almost all of my games, I do enter into a MPP at some time or another. For the most part, they help out my cause.
What I have learned is to avoid having MPP with more than 1 other civ. Things tend to get ugly then.
 
MPPs came in handy in my current game (Persia on Monarch level, continents). There are 2 main continents, one of which I own completly while the other is split evenly between Japan and Rome. Problem was, by the time I swept England, Zulu and Babylon from my continent I was behind in all areas -- techs, culture and militarily. Also, my rep. was none too good due to my early war-mongering. My only chance to catch up was to foster a war on the other continent, so I did some major sucking-up until Japan agreed to an MPP. Rome declared war on me, and the big boys proceeded to duke it out. They both changed to war govts. which allowed me to catch up in all areas -- I managed to beat them to both Univ Suff. and Hoover, and have open options on the type of victory I want. Without MPP I stood a good chance of being invaded by both civs, and would have had no chance of catching up. But I was lucky that Japan and Rome were evenly enough matched to lead to a prolonged war with no clear winner (or else I would have been in trouble).
 
MPPs are amazing. Get as many civs to sign a MPP with you. Pick some1 you dont like and declare war on them. DO NOT ATTACK THEM THAT TURN. After your turn is over they will come into your territory to attack. Since they performed the first act of agression every1 that u have a MPP declares war on them. Sign a MA with your fellow civs to improve you reputation.
 
I have some more questions about MPPs that I didn't find answered yet ...

how can I make peace with a civ without being a traitor to the civ I have an MPP with? Is it impossible?

For example if I have a MPP with France, and *I* declare war on the Germans, so France later declares war on them, and then at a later point I make peace with the Germans, for some reason France says I backstabbed them. What the heck? Wasn't it my war to begin with?

Also how does this work when you have MPPs with 2 countires who then go to war with each other? Are you backstabbing BOTH counties?
I have gotten some bad reputations in the past andi don't think it's fair!
 
You are forced to declare on the the Civ that attacked first. That's why it's good to declare war and wait for you opponent to attack you.
 
You can now see why MPP's are not often in your best interest. Once your partner declares, you must declare or break the MPP. If you make peace before they do, you are going to be right back in that position and they will be mad to boot.

It can become a real tangle. At least an alliance will end.
 
When it suits my purposes- when I know I'm about to go to war.
 
I almost never sign them when the AI comes to me, but I often con the AI into signing them when I'm about to get into a war so that the civ I'm fighting has to shift some units to a second or third front
 
MPP between AI's can get very annoying. When you're at war with 2 stronger civs with MPP and you make peace with one, attack the other and the first one attacks you.
 
In a recent game, I was going for a space victory, but had a pretty decent army and a tech lead. The Zulus had decided to invade my territory, so I got other folks to go to war with them, took a few of their cities and pillaged everything else in their territory (just to learn 'em.). Over the course of doing this, I eliminated one of their allies and their other ally eventually made peace with me and started attacking them!

In the end, I made peace with them, so I could focus on my spaceship. My allies and their former allies are still carving them up piecemeal. So what happens? The Zulus come to me, asking for a mutual protection pact! I laughed for a good minute, gifted them with one gold instead, which they graciously thanked me for.
 
MPPs do backfire, but they can be very helpful - especially if you aren't clearly the strongest. I've made significant gains because a MPP brought me allies, in situations where otherwise I'd have made only tiny gains in a major slugfest.

My earliest use of the MPP was in one of my first games in Vanilla. I was the leading power on the main continent. Rome controlled the whole of the smaller of the two continents, and dominated militarily. I was able to sign MPPs with all the other civs on my continent - like the US and Latin America before WW II - and we all cooperated to keep Rome from getting a foothold. I appreciated the AIs help, and also none of the others was capable of resisting Rome without my help, and I really didn't want Rome getting a city on my continent where they might build up their forces.

I was behind militarily but managed to lead technologically and win by the space race.
 
I used to sign MPPs all the time, but got over that. Now I just wait until I get attacked, and get MAs all around dogpiling the civ that attacked me. I had my rep trashed too many times by getting dragged into a war that I didn't want to be in.
 
I tend not to enter MPPs. The only thing they've ever done for me is get me into wars that I want no part of.
 
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