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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-General > Mutual Protection Pacts
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Pizza is offline Pizza
Chieftain
Stratford, Ontario, Canada
Jan 2001
time: 05:37
  Old Post 01-07-2004 07:02 Visit Pizza's homepage!
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Mutual Protection Pacts Support Apolyton, buy Civilization: The Boardgame

Is there a way to tell how many turns are left in a mutual protection pact ? They seem to last forever sometimes.

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:37
  Old Post 01-07-2004 08:58
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Get a bigger avatar today!

Go to the Foreign Advisor screen, click the tab on the right that says "Details", then click on the civ you have the MPP with. It will show all deals and the turns left.

Alternately, open up the diplomacy screen with that civ, go to the Let's Make a Deal screen, then click "Active" (bottom right). It will do the same thing.

Mad Bomber is offline Mad Bomber
King
Columbus, Ohio
Nov 2002
time: 00:37
  Old Post 01-07-2004 09:00
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Help yourself to an AD-FREE life

You can check on all current deals by using the diplomacy interface. Contact the leader you have the MPP with and at the bottom you have two choices; NEW deals (default) or ACTIVE deals. Select active deals and this will bring up any current deals. The number in the () indicates the number of turns left in the deal. Any deals without a (#) can be renegotiated or cacelled.

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:37
  Old Post 01-07-2004 22:07 Visit Dis's homepage!
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Support Apolyton, buy Civilization: The Boardgame

funny how I have played a game this long, and don't know these details . Although I never enter into mutual protection pacts anywmore. I'm always democracy. And I get tired of being dragged into wars clear accross the world.

CyberShy is offline CyberShy

Emperor
Delft, The Netherlands
Mar 1999
time: 06:37
  Old Post 02-07-2004 11:29
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Support Apolyton buy from Amazon

Sometimes a pact continues after the 20 turns are over. Mostly because both players just want to keep it as it is.

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:37
  Old Post 02-07-2004 20:57
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Help yourself to an AD-FREE life

MPPs are excellent tools for making the world go down in flames. You should try out them some more, Diss.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:37
  Old Post 03-07-2004 07:38
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It has been a while since I used MPP's, but I just ran into a good setup.

Modern age, just finishing off a space ship and the Hittites dropped 70 to 80 units next to my border city.

I had three cities on thier border, one on a hill with several hills and mountains around it, so it is not reached in one or two turns.

The other is loaded with 4 armies and some MA and another 10 to 12 units.

The one they landed next to also has several MI and some other units, so it looks like they wanted to by pass these and go for one a bit farther back.

So I probably had about 70 or so units and 5 armies, not much. The good news is mine were all MI/MA and a few calvs and Tows.

Anyway, I knew they had an MPP with the biggest AI, England on another contient. So I quick made MPP's with England and the Dutch. One with the Mongols on my contient.

The kicker of course is if I attack the Hittites, England will declare on me first. So I move my MI army into the city between their stack and the rest of my cities. Shuffled a few units around to make the four cities they could strike unattractive.

Then I moved workers around their stack. Now they have to attack a worker before they can move on to the rear cities. unless they want to hit cities with arties and armies.

It was a pain to not hit them with bombers and arties, but I end the turn. Sure enough they hit the workers and move to the next city. Now my MPP civs decalre on them and when it is my turn, I whack out the junk they sent in. It was mostly TOW and units from Swords to Med Inf, Muskets, Rifles. They only had 3 or 4 calvs.

With better units, bombardments and armies, I was able to crack em good. Those nice 3 attack MA's and multiple attack armies dropped on them like a bad habit.

The morale of the sory is, an MPP is not my norma, by can be useful. I did not want them to help me, but I was too under armed to have them all jump on me. I would have to use my nukes.

I was shocked to see how little the Hittites have left to defend themselves after they lost those units.

Lord Nuclear is offline Lord Nuclear
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and the Apolyton University
Jun 2002
time: 21:37
  Old Post 03-07-2004 07:42
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Lose 30 kilos (of popups)

Isn't it better just to sign a military alliance against the civ in that case?

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:37
  Old Post 03-07-2004 10:10
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No, you would have to be at war and would have already triggered the MPP's that they had. At least that is my supposition.

Also, some of the AI's would not necessarily be willing to sign up for war. This way they are not being asked to go to war, only to make a pact.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:37
  Old Post 04-07-2004 04:01
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NM, I sure wish I had an alliance, rather than an MPP. I got a brutal reminder why I don't make them.

England and the Dutch has split one contient with a handful of Portugal cities. I had Mongols and Hittites on mine.

Soon England finsihed off Henry. They then declared on Mongols.
I was gracious with all, but the Hittites (war).

Now I was forced to go to war with Engalnd, the largest land holder (Dutch highest score) and lose my Aluminum.

I had one part to start (still not researched the tech) for the spaceship, so I had to delay to around 1814, when I finally got it from the Dutch.

I had eliminated the HIttites and would have soon expanded by borders to include the resource anyway. It was slower game as I was pinned in one corner of the contient for most of the game and only had 20 cities and stayed in despot until around 500ad.

I finally got to Monarchy and stayed there the rest of the game.

Pizza is offline Pizza
Chieftain
Stratford, Ontario, Canada
Jan 2001
time: 05:37
  Old Post 09-07-2004 08:29 Visit Pizza's homepage!
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#11 Report this post to a moderator
End MPP Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Is there a way to end a MPP after 20 turns ? The game seems to hang onto them beyond 20 turns.

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:37
  Old Post 09-07-2004 08:46
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Support Apolyton, buy Civilization III: Complete

In the diplo exchange screen with the given civ, go to below where it says 'we offer' and you'll see an 'active' link. Click it and it will show you all current deals with the civ that are more than one turn. It will show you how many turns you have left for all of them in brackets as well. If there is no number in brackets, then you can click on it to renegotiate the arrangement or cancel it altogether.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:37
  Old Post 09-07-2004 11:34
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#13 Report this post to a moderator
Increase Your PM Length

There is an option to force all deals to be done at the 20 mark.

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