Let me add my $0.02. It's been a while, but I'm pretty sure attacking a unit in its territory or in neutral / third party territory will trigger that unit's MPPs. In other words, you may safely attack all units within your own cultural borders without fear of triggering an MPP - but bombarding that pesky destroyer which keeps coming to shore, bombarding, and then evacuating into "international waters" will trigger the MPP.
Also, although the "must attack unit" rule is generally true, I've found that if I sign up an MPP while I am at war, and my enemy has units in my territory when I sign up the MPP, then my new MPP partner will immeidately declare war and come to my protection (as in jshelr's example) without an attack occuring. It may actually require that enemy units be in territory and have completed an attack (and used up all movement points?), because it doesn't seem like units in transit will always elicit the immediate declaration, but my point is that sometimes a partner's agreement to an MPP will result in an immediate declaration of war.
Finally, the MPP is the one treaty that simply can't be ignored - by you or the AI. The only way to end it before 20 turns run is to go to war with your MPP partner. You can freely make peace with a mutual enemy without destroying the MPP -- it will survive -- but you will almost assuredly be right back at war the next turn (and violate your 20-turn peace agreement) when the enemy attacks your MPP partner.
Catt
Also, although the "must attack unit" rule is generally true, I've found that if I sign up an MPP while I am at war, and my enemy has units in my territory when I sign up the MPP, then my new MPP partner will immeidately declare war and come to my protection (as in jshelr's example) without an attack occuring. It may actually require that enemy units be in territory and have completed an attack (and used up all movement points?), because it doesn't seem like units in transit will always elicit the immediate declaration, but my point is that sometimes a partner's agreement to an MPP will result in an immediate declaration of war.
Finally, the MPP is the one treaty that simply can't be ignored - by you or the AI. The only way to end it before 20 turns run is to go to war with your MPP partner. You can freely make peace with a mutual enemy without destroying the MPP -- it will survive -- but you will almost assuredly be right back at war the next turn (and violate your 20-turn peace agreement) when the enemy attacks your MPP partner.
Catt
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