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Old July 6, 2003, 09:24   #1
GenosseUlbricht
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How can I make peace in an alliance?
I have a mutual protection pact with the Koreans and we're both at war with the Chinese. The problem is that always when I sign a peace treaty with China, I'm forced to defend my Korean brothers in the next turn and am at war again. The same is with the Koreans: They also made peace with the Chinese once - but before it was my turn and I could make peace, too, they were forced into war again...
Is there any possibility to get peace without betraying the Koreans and losing my alliance?!
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Old July 6, 2003, 09:47   #2
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hi ,

just wait twenty turns till its all over , ......

thats the most easy part , ......

have a nice day
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Old July 6, 2003, 13:25   #3
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Stay away from MPPs... far away.
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Old July 6, 2003, 13:47   #4
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The nature of an MPP is that anytime the partner is attacked or bombarded in his borders, you are drawn into war. The only way to sign a peace treaty and STAY in peace is to prevent the MPP from being activated or wait for the MPP to expire.

Unless you are religious, then use MPPs only when YOU need it (e.g., AFTER you have been attacked).
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Old July 7, 2003, 08:12   #5
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Quote:
Originally posted by Jaybe
Unless you are religious, then use MPPs only when YOU need it (e.g., AFTER you have been attacked).
What do you mean about being religious?
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Old July 7, 2003, 16:05   #6
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Religious civs only have one turn of anarchy when changing governments. So, changing from a peacetime (democracy, republic) govt. to a wartime (monarchy, communism) govt. would be an easy transition. That way, if an MPP is activated when you are in a peacetime govt., you would not have to waste your time in anarchy. But if you were not a religious civ, you would have to live through the agony on anarchy unless your republic or democracy can stand the war weariness.
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Old July 8, 2003, 05:13   #7
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Quote:
Originally posted by Greetings
Religious civs only have one turn of anarchy when changing governments. So, changing from a peacetime (democracy, republic) govt. to a wartime (monarchy, communism) govt. would be an easy transition. That way, if an MPP is activated when you are in a peacetime govt., you would not have to waste your time in anarchy. But if you were not a religious civ, you would have to live through the agony on anarchy unless your republic or democracy can stand the war weariness.
Ah, that's what you meant.
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Old July 8, 2003, 13:46   #8
Tassadar500
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I dont like MPP's at all. The AI always puts me with wars in other continents and I'm stuck doing the actuall war.
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Old July 8, 2003, 14:36   #9
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I try to avoid them as much as possible. In many of my games the AI civs seem to devolve into world wars as soon as Nationalism is discovered. I prefer to choose my own wars then get pulled into one on account of stupid AI tactics.

I once had a huge map game where the Persians were at war with 12 different civs and tried to get me to sign an MPP with them. Umm...NO!
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Old July 9, 2003, 15:08   #10
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i find that, especially if i'm the strongest civ, and a sign a MPP with a neighbor civ that i wouldn't like to fight, that, instead of both of us being secure, they'll go out and start wars with other civs for no reason, like ones on different continents.
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Old July 9, 2003, 15:24   #11
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I find MPPs especially annoying for this reason. I look forward to the glorious day when this is fixed in a patch. Either the MPP should end when one of the partners makes peace with their enemy, OR it should at least end vs that particular enemy, but remain in force vs everyone else. Doesn't seem like it should be that difficult to program.
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Old July 9, 2003, 17:24   #12
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"Either the MPP should end when one of the partners makes peace with their enemy"

that could lead to a "forced peace" where maybe you dont want to end the war.

who's idea was it to make all "per turn" deals exactly 20 turns without the possibilty of changing it?
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Old July 9, 2003, 17:36   #13
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No kidding. Even if you're playing a game that is almost completely all war, twenty turns of consecutive battle is quite a bit.
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Old July 9, 2003, 19:07   #14
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Quote:
Originally posted by Falconius
I find MPPs especially annoying for this reason. I look forward to the glorious day when this is fixed in a patch. Either the MPP should end when one of the partners makes peace with their enemy, OR it should at least end vs that particular enemy, but remain in force vs everyone else. Doesn't seem like it should be that difficult to program.
Are you talking about alliances? MPP's are not made against someone and that is why they do not expire automatically.
MPP is like Nato, no war is necessarily eminent, just in case one comes along we agree to be on your side.
Alliances are made VS another civ.
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Old July 9, 2003, 19:20   #15
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Quote:
Originally posted by Nuclear Master
I dont like MPP's at all. The AI always puts me with wars in other continents and I'm stuck doing the actuall war.

hi ,

and if you dont do what you are supposed to do , your rep gets a hit , ......

this is one more reason to close an embassy with a certain civ outside war , ........

have a nice day
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Old July 9, 2003, 21:37   #16
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Quote:
Originally posted by Nuclear Master
I dont like MPP's at all. The AI always puts me with wars in other continents and I'm stuck doing the actuall war.
Why are you stuck doing the actual war?

You could always (well, most of the time ) just make occasional forays like the AI does it. Just because human players usually execute wars with ruthless efficiency compared to the AI doesn't mean we have to ALWAYS do it that way.

It might even result in tolerable war weariness, if that is a consideration.

Edit: spelling

Last edited by Jaybe; July 10, 2003 at 02:40.
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Old July 9, 2003, 22:43   #17
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Well you would need to defend against them as well. It's not that easy when playing Monarch.
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Old July 10, 2003, 03:27   #18
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Quote:
Originally posted by bobbo008
that could lead to a "forced peace" where maybe you dont want to end the war.
If you don't want to end a war, then don't end it. What I'm saying is that if you do end a war, your MPP shouldn't drag you back into it. It's stupid. There is such a thing as a "Separate Peace," such as Russia did during WWI.
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Old July 10, 2003, 03:32   #19
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Quote:
Originally posted by vmxa1
Are you talking about alliances? MPP's are not made against someone and that is why they do not expire automatically.
MPP is like Nato, no war is necessarily eminent, just in case one comes along we agree to be on your side.
Alliances are made VS another civ.
I'm talking about MPPs! Though they are not made against a particular Civ, you and your MPP partner end up at war with another Civ, right? That's what I meant by "enemy."
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