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Old November 16, 2003, 11:45   #1
G'Kar
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Changes to Mobilization
I was playing last night and decided to mobilize for war after the Babs sneak attacked me, again. I noticed a few huge changes.

All your cities immeadiately switch production to military units. Not only does the shield bonus not apply to city improvements but you can't even continue building them.

Even cities building great/small wonders are switched. The only wonder I was able to continue building was the Intelligence Agency. The ~20 turns I had spent building SETI were wasted on a Mobile SAM or something. Also, The Apollo Program was switched to a military unit.

Apollo should still be buildable during mobilization, even if Apollo and the SS components don't get the shield bonus. It's a victory condistion. There's no reason why a nation mobilized for war couldn't also build a spaceship. After all, mobilization for war is, in a more general sense, mobilization for the government - where all economic activity is geared to provide the government with maximum resources.
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Old November 16, 2003, 14:11   #2
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All your cities immeadiately switch production to military units. Not only does the shield bonus not apply to city improvements but you can't even continue building them.

Even cities building great/small wonders are switched. The only wonder I was able to continue building was the Intelligence Agency. The ~20 turns I had spent building SETI were wasted on a Mobile SAM or something. Also, The Apollo Program was switched to a military unit.
This is a good thing. It removes an exploit where you can get the mobilization bonus without the penalties.
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Old November 16, 2003, 14:17   #3
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yeah, i like the change, even if it'll piss me off a few times.
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Old November 16, 2003, 15:30   #4
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All the greater reason to avoid mobilization -- unless already in dire straits!
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Old November 16, 2003, 15:37   #5
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Of course, mobilization + democracy + GA...
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Old November 16, 2003, 16:59   #6
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I do not like this at all. I frequently use mobilization, but not in such an extreme fashion. I assume one can at least build Settlers and Workers?
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Old November 16, 2003, 17:47   #7
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When playing the WWII in the Pacific scenario, I found Mobilization to be good option for any of the civs.

In the Epic Game, I rarely switch to Mobilization. The only times I would do it is 1) if I am in dire straits or 2) I wanted a quick war with heavy losses.
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Old November 16, 2003, 18:28   #8
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Didn't the previous implementation give extra shields even to non-military projects (IIRC, this problem was introduced in the fix for the infinte production bug)? If mobilization did provide extra shields to everything, I'd rather have the loophole closed, even with this rather ham-handed approach.

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Old November 16, 2003, 19:07   #9
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No, it did not, even for military buildings.
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Old November 16, 2003, 19:07   #10
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Quote:
All the greater reason to avoid mobilization -- unless already in dire straits!
Yep, indeed, seems thats the way it works now
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Quote:
Of course, mobilization + democracy + GA...
= a lot of wasted shields...
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Old November 17, 2003, 08:22   #11
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Well, there you have it- quite realistic, really- if your neighbour should be building a wonder you have a good chance to wreak his plans by getting him involved in some war.
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Old November 17, 2003, 09:32   #12
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Originally posted by S.P.R.I.N.G
Well, there you have it- quite realistic, really- if your neighbour should be building a wonder you have a good chance to wreak his plans by getting him involved in some war.
hi ,

unfortunatly the AI keeps on buildings its wonder even if it has only 3 cities left and 5 units , ......

have a nice day
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