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cracky
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Mobilization: How does it work? What does it do? Is it worthwhile?
I'm sure there are threads on this already, but I can't get the search to return any threads with the word mobilization in either the thread title or in posts (despite there being a thread that mentions mobilization right now in the conquests forum).
Does mobilization make unit production cheaper? Does it allow more drafting of citizens? What are the downsides to mobilization? How long does mobilization last? (do I have to 'un-mobilize' when I'm through with the current crisis?) Is mobilization only available in certain governments? I know it's there in Democracy, and I'm fairly sure it isn't available in Despotism, for example.
Thanks in advance for any and all help with this. I've been staring at that mobilization button for some time now but have never understood what the cost/benifit is to using it, so I've never clicked it.
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ErikM
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quote: Originally posted by cracky
Mobilization: How does it work? What does it do? Is it worthwhile?
Does mobilization make unit production cheaper? Does it allow more drafting of citizens? What are the downsides to mobilization? How long does mobilization last? (do I have to 'un-mobilize' when I'm through with the current crisis?) Is mobilization only available in certain governments?
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Available for all governments after discovery of Nationalism.
To start mobilization, switch to it on the F1 screen. (Where it shows mobilization: normalcy/war time).
Effects: all city tiles that produce at least one shield will produce an extra one (just like in Golden Age) but only if you are building military units.
During mobilization you can only build units, certain buildings, and certain (military) Wonders. Allowed buildings are barracks, walls, harbors, airports and maybe few others (anything military-related). You can also buils workers, settlers (iirc), and transports. You only get a shield bonus when building units with attack value >= 1. Ie although you can build a harbor you will not receive any bonus shields.
You cannot build anything else during mobilization (although your cities could finish their current projects whatever they are). No temples, libraries, etc. Culture production is halved during mobilisation.
Mobilization automatically ends when at least one of your current wars is resolved. If you start mobilization during peacetime, you need to declare at least one war and resolve it (either through peace treaty or civ destruction). If you are at several wars simultaneously, concluding any peace treaty will immediately end mobilization (altough you can immediately hit mobilization button again).
No effects on draft rate, war weariness, etc.
Pros: allows to crank out cavalry really fast (as if you are in a Golden Age).
Cons: you cannot rush any culture/happiness buildings in conquered cities so culture flips/civil disorder are a bit more problematic.
Most useful (imo) for quick wars of agression. Start mobilization in advance to crank out military, rip apart your victim, and you are out of it. Not as useful for long drawn-out conflicts as build restrictions may become problematic.
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steven8r
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of Central Texas
May 2002 time: 23:33
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cracky, I don't know the full story, but I can let you in on some of the details.
I think it becomes available w/ Nationalizm.
Mobilization can only be 'triggered' while you're at war w/ someone. I think it provides 1 extra shield per square that's already producing at least 1--kinda like a Golden Age.
However, it differs from a Golden Age in some VERY important ways. You can ONLY build military units/improvements while Mobilized. Any cities currently building anything non-military when you Mobilize will finish that project (w/o the Mobilization help) and can then-on ONLY produce military-related builds i.e. Units, Barracks, SAM Batteries, and I think Harbors and Airports. You can't start any Great Wonders while Mobilized--I think even military ones. (not 100% sure about that last point, but about 98% sure)
Mobilization lasts for 20 turns. No, you can't turn it off. It has to expire naturally. If you're hurtin' for military production it can provide quite a boost, but if you don't really need it, I would advise against it.
Edit: See ErikM's post above for duration info /edit
I don't know about the effects of Corruption on the production boost.
That's about all I know of Mobilization. Perhaps there are some Mobilization Gurus out there that can provide some more details.
Hope this helps,
Steven
Edit: cross post w/ ErikM /edit
Last edited by steven8r on 31-01-2004 at 22:53
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cracky
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quote: Originally posted by Jaybe
Mobilization does not last for 20 turns. It lasts until you get a Peace Treaty with someone (any ONE of the civs you were at war with). You then drop out of mobilization and can renew it if you wish.
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Right. Let me see if I get this. If I'm at war with say, Egypt and Russia. I make peace with Russia, my mobilization ends. I can start it again immediately for the Egypt war. Do I end up losing any shields from this? I don't think so, because all this happens in the middle of my turn, where shields aren't being 'used' anyway.
quote:
I would use mobilization only if I NEED it, and then only defensively (like, when is THAT going to happen)! |
You know, I don't think I'd know what to do in a defenseive war. The situation never seems to come up. 
quote:
In an offensive war, I wouldn't be able to build a temple/library in a captured city and would have to raze adjacent city/cities or be scared to death of a culture flip. I suppose it might be okay if in Fascism, since culture borders wouldn't be expanding for awhile anyhow. |
This would definitely be a problem. Culture flips are the bane of my existence. However, if I can start a phony war with a minor civ on another continent just for a pure military buildup, and then end mobilization to get ready for a local war, it might make sense. But I definitely see your point.
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Capt Dizle
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quote: Originally posted by vmxa1
It is a special circumstances type option. I can see a few times where it would make sense, I just have not been in one yet. |
Your Sid level game perhaps?
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okblacke
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quote: Originally posted by TheArsenal
In C3C this has changed from the prior PTW and Vanilla rules. The cities will not allow you to finish non-military projects, and once mobilized, will pull them from the queue switch them to a military unit/building the moment you end your turn. Even wonders. |
Drastically reduces its usefulness for me.
Pissed me off when I figured it out, too. One of the many undocumented C3C changes....
[ok]
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gunkulator
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Egads! Mobilization seems useless now. I never used it much anyways but now it seems like there would never be a good time for it. I mean, you always have at least one city close to finishing a University or Bank or something when you want to go to war.
Changing production in my city without telling me would really tick me off.
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