Civilization 3: Frequently Asked Questions
Introduction
This FAQ seeks to provide answers for a variety of questions related to Civilization 3. It contains information for basic issues such as setup and simple strategies, yet also answers deeper issues like corruption, culture, and more. The goal of this is to become a resource where players of all skill levels can find answers to questions they might have, and hopefully learn something new.
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If you have a question, post in the "Quick Answers" thread in the General Discussions forum.
Table of Contents
- Introduction
- Installation and Setup
- Basic Questions
- Empire Management
- City Management
- Warfare
- Diplomacy
- Strategy
- Play the World Expansion Pack
- Conquests Expansion Pack
- Multiplayer
- Creation and Customization
- Miscellaneous Questions
- Helpful Utilities
- Civilization Community
- Forum Rules
- Credits
Installation and Setup Questions
What versions of Civilization 3 are there?
There are 3 different games: Regular Civilization 3 without Expansions (referred to as "Vanilla"), the Play the World (PTW) expansion pack, which added new civilizations, artwork, and multiplayer, and the latest Conquests (C3C) expansion pack, which added more civilizations, scenarios, maps, and enhanced multiplayer. There are also collections of games: Civilization 3 Gold is Play the World and Civ3 together. Civilization 3 Complete is all 3 of the games.
Throughout the article you may see the following: Conquests, Play the World, and Vanilla -- these refer to the different versions of the game, as some rules have changed and are different. If you use the Black theme, the Play the World's color may not appear well, so I suggest you use another style. All others work fine.
What game should I buy?
It all depends on what you currently have. If you don't have any Civ3 game, Civilization 3 Complete is best because it includes all the content. If you have Vanilla Civ3, Conquests is best, as it includes all PTW files as well!
Do I need to patch my game?
For starters, a patch is an update to the game released after the game to fix bugs and other problems. To check your game's patch level, load Civ3 and check the bottom left of your screen (Vanilla Civ3 might say 1.29f -- indicating it has the latest patch). If you have Civilization 3 Complete, the game is already patched to the fullest (version 1.22 for Conquests). If your game doesn't have the most recent patch (1.29f for Vanilla, 1.27f for Play the World, 1.22 for Conquests), you can download them here. Save to your desktop and run them.
How can I get the game to run in a higher resolution?
By default, the game runs in a 1024x768 resolution. To get it to run in a higher resolution, navigate to your Civilization 3 folder (default: C:/Program Files/Infogrames Interactive/Civilization 3/ -- if you have PTW or C3C, go to that folder inside your Civ3 one), and open your .ini file (named Civilization3.ini for Vanilla, ptw.ini for Play the World, and conquests.ini for Conquests). Add a line at the bottom that says: KeepRes=1 . Now, when you load your game, it'll use your computer's default resolution.
When I try to install, I get a data2.cab error.
This error usually means a dirty disk. Try cleaning your disk, and retrying the install.
For other technical-related questions, visit our Tech Support Forum, and the Tech Support FAQ.
Basic Questions
How long is a game of Civilization 3?
The standard game length is 540 turns, though it can be modded (up to 1000 turns). You can still play more turns after 2050 AD, as many as you want, but it won't keep score, nor will you be able to win another victory condition. (You won't be able to launch a spaceship, for example, past 2050 AD). It is split up into 4 'ages', Ancient, Medieval, Industrial, and Modern, roughly equal in length.
How do I win?
There are 6 standard victory conditions:
Domination: 66% of the land AND population
Conquest: defeat all other civilizations
Diplomatic: be elected Secretary General of the United Nations
Space Ship: build all 10 required spaceship parts
Histographic: have the highest score at the end of the game
Cultural: have either 20,000 culture in one city, or 100,000 culture across your empire
In Conquests, the Cultural victory nationwide was changed to 60,000 for a Tiny map, 80,000 for Small, 100,000 for Standard, 130,000 for Large, and 160,000 for Huge.
Conquest: defeat all other civilizations
Diplomatic: be elected Secretary General of the United Nations
Space Ship: build all 10 required spaceship parts
Histographic: have the highest score at the end of the game
Cultural: have either 20,000 culture in one city, or 100,000 culture across your empire
In Conquests, the Cultural victory nationwide was changed to 60,000 for a Tiny map, 80,000 for Small, 100,000 for Standard, 130,000 for Large, and 160,000 for Huge.
How exactly do I build my spaceship?
First, you need to build the Apollo Program (requires the technology Space Flight). Then, by researching various techs in the Modern Age, you will be able to build the various parts (for example, SS Engine, SS Thrusters, etc.) in your cities, provided you have the required resources for each part. Once you are done, hit F10, and it will take you to the Space Ship screen. You can then hit "Launch" and watch the movie.
How does the United Nations (UN) work?
Any civilization is able to build the UN once it discovers Fission (Modern Age). After it is built in a city, you can choose to have elections for Secretary General. Each civilization gets 1 vote, and can vote for one of the candidates. At maximum, there can be three candidates: the civilization that builds the UN is always a candidate, and then if civilization(s) have 25% of the land OR population, they will also be eligible. If there are no civilizations with 25% land or population, then the civilization with the highest score becomes the second candidate. If a civilization gains a majority of the votes in the election, they become Secretary General and win a diplomatic victory! If not, the election is inconclusive. The choice for the founder of the UN to have elections comes around every 11 turns - and it is up to them to hold a vote (sometimes you might want to not have a vote, for example, so that an AI doesn't win a diplomatic victory!)
What types of difficulty levels are there?
There are 6 difficulty levels in Vanilla and Play the World, and 8 in Conquests. They are: Chieftain, Warlord, Regent, Monarch, Emperor, (Demigod), Deity, (Sid). The parenthesized ones are Conquests-only. At Warlord and Chieftain, you'll have a weaker AI that is penalized (it takes them longer than you to build things, research techs, etc.). At Regent, the AI and you don't have any advantages nor disadvantages. Above Regent, the AI starts to get some bonuses, like extra units at the beginning of the game, faster production and research, lower corruption, etc. For a detailed list of what bonuses/penalties the AIs gets, see this question.
How can I delete saved games? Can I organize them?
Your saved games are stored in your Civilization 3 folder, in the subfolder called Saves (C:/Program Files/Infogrames Interactive/Civilization 3/Saves/ -- add a /Conquests/ or /Civ3PTW/ before the Saves folder if you have an expansion pack). If you navigate there in Windows Explorer, you can delete files as you normally do - right click, and select "Delete". You can also click and drag to delete them.
Another cool feature is the ability to have folders. Right click, and select New -> Folder, and give it a name. That way, you can have folders for, say, games that you have completed.
Can I take screenshots in Civ3?
Yes, you can. For people that don't know, a screenshot is pretty much a picture of your screen. Before you load Civ3, open a photo program, even MS Paint. Then, in game, just press "Print Scrn" (to the right of F12), and a screenshot will be copied to the clipboard. Hold Alt and Tab and open Paint - then, go Edit -> Paste, and you'll see your screenshot. You can continue to take as many screenshots as you'd like.
What are 'traits'?
Traits are characteristics assigned to civilizations - each civilization has two (for example, America is Industrious and Expansionist). They give civilizations a bit of uniqueness, and they also give small bonuses. Traits also determine which two technologies a civilization starts with (2 traits, 1 technology for each, so 2 starting techs). There are 8 traits; here is a list of them:
Industrious: Industrious civilizations start with Masonry. Workers complete improvements faster (100% faster in Vanilla and Play the World. 50% faster in Conquests.) Also, all cities get an extra shield in the city center upon becoming a Metropolis (Size 13 < ), unless they were founded on a tile that produced at least 1 shield, in which case they get it at Size 7.
Commercial: Start with Alphabet. City centers get an extra commerce upon becoming a City, and another at becoming a Metropolis. The OCN (Optimal City Number) is increased 25% for Commercial civilizations.
Religious: Start with Ceremonial Burial. Religious buildings (Temples, Cathedrals) are all half price. Also, anarchy between government switches only lasts 1 turn in Vanilla and Play the World, and only 2 turns in Conquests.
Expansionist: Start with Pottery. They also start the game with a scout (a 2 movement unit, but cannot attack/defend), and can build scouts, unlike non-EXP civilizations. Expansionist civilizations do not get barbarians from goody huts, and have higher chances of getting better results form them.
Militaristic: Start with Warrior Code (or the Wheel). Militaristic buildings like Barracks, Walls, Harbors, etc. are all half cost. Unit promotions to higher levels are twice as likely as non-MIL civilizations.
Scientific: Start with Bronze Working. Scientific buildings (Libraries, Universities, Research Labs) are half price. Upon entering a new age, they receive a free technology (one of the starting technologies for that age). In Conquests, they also have a better chance of spawning Scientific Great Leaders.
Agricultural: Only available in Conquests. Start with Pottery. Provides one bonus food in the city square in all governments except Despotism. In Despotism, the bonus food only appears if the city is by fresh water (river or water body less than 22 squares). Half-price Aqueduct, Hospital, Solar plant, and Hydro plant. Irrigated desert produce 2 food instead of 1.
Seafaring: Only available in Conquests. Start with Alphabet. Cities on the coast of salt water gain one extra commerce in the city square. Naval units have 1 extra movement. Less chance of sinking in sea/ocean. Half price harbor, commercial dock, offshore platform.
Commercial: Start with Alphabet. City centers get an extra commerce upon becoming a City, and another at becoming a Metropolis. The OCN (Optimal City Number) is increased 25% for Commercial civilizations.
Religious: Start with Ceremonial Burial. Religious buildings (Temples, Cathedrals) are all half price. Also, anarchy between government switches only lasts 1 turn in Vanilla and Play the World, and only 2 turns in Conquests.
Expansionist: Start with Pottery. They also start the game with a scout (a 2 movement unit, but cannot attack/defend), and can build scouts, unlike non-EXP civilizations. Expansionist civilizations do not get barbarians from goody huts, and have higher chances of getting better results form them.
Militaristic: Start with Warrior Code (or the Wheel). Militaristic buildings like Barracks, Walls, Harbors, etc. are all half cost. Unit promotions to higher levels are twice as likely as non-MIL civilizations.
Scientific: Start with Bronze Working. Scientific buildings (Libraries, Universities, Research Labs) are half price. Upon entering a new age, they receive a free technology (one of the starting technologies for that age). In Conquests, they also have a better chance of spawning Scientific Great Leaders.
Agricultural: Only available in Conquests. Start with Pottery. Provides one bonus food in the city square in all governments except Despotism. In Despotism, the bonus food only appears if the city is by fresh water (river or water body less than 22 squares). Half-price Aqueduct, Hospital, Solar plant, and Hydro plant. Irrigated desert produce 2 food instead of 1.
Seafaring: Only available in Conquests. Start with Alphabet. Cities on the coast of salt water gain one extra commerce in the city square. Naval units have 1 extra movement. Less chance of sinking in sea/ocean. Half price harbor, commercial dock, offshore platform.
To see which civilizations have which traits, visit this page.
What is a Golden Age (GA)?
A golden age a 20-turn period of increased production and commerce for a civilization. Each tile that produces at least 1 commerce/production will produce an extra commerce/production, respectively. A civilization can only have 1 in a game. There are 2 ways to start one: by winning a battle with your Unique Unit (see next question), or by building a Great Wonder or combination of Great Wonders with your civilization's traits (e.g. Since the Chinese are MIL/IND, if they build the Great Wall, which is MIL/IND, they will spark a Golden Age). The bonuses from a Golden Age, however, are still subject to the Despotism tile penalty.
What are Unique Units (UUs)?
Unique units are units that are only available to a specific civilization, and they usually were important in that country's history. For example, Japan builds Samurai. Unique units replace another unit (the Samurai replaces the Knight -- Japan can't build Knights, only Samurai), but also have extra bonuses. For example, the Samurai has an extra defense point than a Knight. When they win a battle, if a civilizaiton hasn't had its Golden Age, they will begin one.
What are other options when creating the game, such as Culturally Linked Starts, Preserve Random Seed, Regicide, and others?
Culturally Linked Starting Locations means that civilizations in the same 'culture group' (e.g. the European group includes Britain, France, Germany, etc.) tend to start near each other in a game. Preserve Random Seed means that the randomly generated number for something such as a battle or anarchy calculation will be stored in the game so that you cannot save your game and reload continuously to get a favored outcome. This is used in most Single Player games, especially competitions. Respawn AIs means that when an AI is killed off, if there is a 5x5 plot of land not in a civilization's cultural borders, they will respawn there as a new civilization with only one city. A civilization can respawn forever as long as there is a 5x5 piece of territory.
The remaining options (Regicide, Elimination, Mass Regicide, Victory Point Scoring, Capture the Princess, and Reverse Capture the Flag) are mainly for Multiplayer. In Regicide, you have a "King" unit (1 attack, 1 defense, 2 movement). If another civilization kills it, you are eliminated. In Mass Regicide, you have 7 Kings. In Elimination, if you lose a city, you are eliminated (or you can specifiy a number of cities by selecting "Game Limits" on the Player selection screen). With VP scoring, you gain points for things like cities conquered, units defeated and techs researched, and you have to gain a certain amount (again, specifiable in that screen). Also, in certain scenarios like WWII: Pacific, you gain points for units that control an obelisk, representing a victory point location. There is a myriad of ways VP Scoring is used. Capture the Princess is where each civ has an unmoveable Princess unit in their capital -- if another civ captures it and brings it to their capital, they get a point and gold bonus. Another princess is then replaced in the former capital. Reverse Capture the Flag is where you bring a unit to a certain location.
What is Accelerated Production?
This is a setting intended for Multiplayer games, as it speeds up the game - half the turns, double the growth, research, half build costs, etc. It speeds up the game tremendously, though it is a bit unbalanced (workers still improve terrain that the normal terrain).
How do resources work?
There are 3 types of resources - strategic (needed to build units/buildings), luxury (make citizens happy), and bonus (give extra food/shields/commerce). If you connect any resource (except bonus ones) to your cities, you can then 'use' that resource. For luxury resources, each of the 8 luxuries you bring into your cities will make your citizens happier. With strategic resources, if you connect a resource to your cities, you can then build units that require it. For example, if you hook up Iron, you can then build Swordsmen. There is no limit as to how many units you can build off of a resource. They deplete/reappear randomly across the globe over time.
What types of bonuses/disadvantages does the AI receive?
The AI get a variety of bonuses and disadvantages depending on difficulty level. On Chieftain, the cost factor (basically a cost modifier; default is 1) is 2 for the AI - meaning everything takes twice as long to do, from researching a tech, to building a worker. However, on Emperor, the cost factor is .8, and the AI gets a reduced anarchy time! Here's a table with the major information - for more, see this thread.
Chieftain: AI Cost Factor: 2; 4 free citizens born content for human; attack bonus of 800% vs. barbarians;
Warlord: AI Cost Factor: 1.2; 3 free citizens born content for human; attack bonus of 400% vs. barbarians;
Regent: AI Cost Factor: 1; 2 free citizens born content for human; attack bonus of 200% vs. barbarians;
Monarch: AI Cost Factor: .9; 2 free defensive and 1 offensive units for AI at start of game; 4 extra units supported (and 1 per city); max 4 turn anarchy; 2 free citizens content for human; attack bonus of 100% vs. barbs;
Emperor: AI Cost Factor: .8; 4 free defensive and 1 offensive units for AI; 8 extra units supported (and 2 per city); max 3 turn anarchy; 1 free citizen content for human; attack bonus of 50% vs. barbs;
Demigod (Deity in Vanilla and Play the World): AI Cost Factor: .7; 6 free defensive and 3 offensive units for AI; 12 extra unit supported (and 3 per city); max 2 turn anarchy; 1 free citizen content for human; attack bonus of 25% vs. barbs;
Deity (in Conquests): AI Cost Factor: .6; 8 free defensive and 4 offensive units for AI; 16 extra units supported (and 4 per city); 1 free citizen content for human; attack bonus of 0% vs. barbs;
Sid: AI Cost Factor: .4; 12 free defensive and 6 offensive units; 24 extra units supported (and 8 per city); 1 free citizen content for human; attack bonus of 0% vs. barbs;
Warlord: AI Cost Factor: 1.2; 3 free citizens born content for human; attack bonus of 400% vs. barbarians;
Regent: AI Cost Factor: 1; 2 free citizens born content for human; attack bonus of 200% vs. barbarians;
Monarch: AI Cost Factor: .9; 2 free defensive and 1 offensive units for AI at start of game; 4 extra units supported (and 1 per city); max 4 turn anarchy; 2 free citizens content for human; attack bonus of 100% vs. barbs;
Emperor: AI Cost Factor: .8; 4 free defensive and 1 offensive units for AI; 8 extra units supported (and 2 per city); max 3 turn anarchy; 1 free citizen content for human; attack bonus of 50% vs. barbs;
Demigod (Deity in Vanilla and Play the World): AI Cost Factor: .7; 6 free defensive and 3 offensive units for AI; 12 extra unit supported (and 3 per city); max 2 turn anarchy; 1 free citizen content for human; attack bonus of 25% vs. barbs;
Deity (in Conquests): AI Cost Factor: .6; 8 free defensive and 4 offensive units for AI; 16 extra units supported (and 4 per city); 1 free citizen content for human; attack bonus of 0% vs. barbs;
Sid: AI Cost Factor: .4; 12 free defensive and 6 offensive units; 24 extra units supported (and 8 per city); 1 free citizen content for human; attack bonus of 0% vs. barbs;
Notice: Offensive and defensive units for AI means best units known at the start of the game - e.g. civs that start with Bronze Working will get Spearmen for defensive units. Civs that start with Warrior Code start will get Archers for offensive units. If those techs aren't known, they just get Warriors.
You are also encouraged to visit the Civilization 3 Info Center, containing a list of Civilizations, Units, and other assorted Civilization-related information.
Empire Management Questions
How do governments work? How do I switch governments?
Each civilization in a game has a type of government - the default is Despotism. There are 8 governments: Despotism, Republic, Monarchy, Democracy, Communism, Anarchy (lack of a government), and in Conquests, Fedualism and Fascism. There are various rewards/drawbacks of the governments - you have to chose the best one. For exmaple, a government like Monarchy has very high unit support (you pay less gold for unit upkeep) and you can station units in your cities to keep the citizens happy (called Military Police, or MP). In Republic, it has low unit support and no MP allowed - but it gives a commerce bonus to your cities. Governments also affect corruption - Democracy has low corruption, but has high War Weariness (your citizens do not like war). Choosing a government is all about weighing your options. For a detailed guide of governments, check out this Conquests PDF.
Upon discovering a technology that enables a new government, you can opt to have a revolution. If you do, you go through a period of anarchy (see next question). To revolt into a new government, hit F1 to go to the Domestic Advisor and select the button that has your current government's name (e.g. "Despotism").
What is anarchy? Is there anyway to make it shorter?
Anarchy is the time spent between governments, aka a "revolution" period. When you change governments, you enter anarchy - in anarchy, your cities don't produce any shields, and you can't research. You can't hurry production, but your cities will grow! It is essentially mimicing chaos. For Religious civilizations, anarchy only lasts 1 turn in Vanilla and Play the World, and 2 turns in Conquests. For non-Religious civilizations, the formula is: 1 (2 for Conquests) + random number between 1-4 + number between 0-3 depending on size of your empire. The calculation is pretty much based on luck and the size of your civilization - if you revolt when it is smaller (earlier in the game), it is more likely to be shorter, but not necessarily.
What is my trade network?
A civilization's trade network is its connection of cities to each other via road (most common), harbors (over water), and airports (through the air). All cities connected to a trade network share the same resources; for example, if you have 1 source of Iron connected via road to a nearby city, and that city is connected to your other five towns, all 6 of your towns will be able to use that Iron! This way, one resource can be used in all of your cities nationwide. Also, connecting your cities to the trade network and your capital will also reduce corruption.
I'm losing a lot of money! How can I starting gaining money?
There are a couple of ways where you can lose money. On the F1 Domestic Advisor screen, you can see a breakdown of where you are losing your money (as well as where you are raking in the cash). Here's a description of what those lines mean:
Science: This is pretty straightforward. It's how much gold is being converted into beakers for science research. The higher your science slider is (the slider to the right with the beaker), the more money you will spend on science instead of earning in gold. This is an easy way of earning more gold - turn down the slider and sacrifice some science for gold, if you are losing lots of gold. Also, when you only have 1 turn left to research a tech, try turning the science slider down - sometimes you can still get the tech in 1 turn, while earning extra gold.
Entertainment: This represents another slider - the luxury tax slider (below the science slider). It represents how much gold is being turned into "happy faces", or entertainment to turn your citizens in cities happy to prevent riots (a riot happens when >50% of the citizens in a city are unhappy). This you usually can't turn down without having some repurcussions in your cities.
Corruption: This shows how much money is being lost to corruption. Every city doesn't utilize every commerce it earns - some is just, literally, 'lost', as in you can't use it. This is usually higher the larger your empire is, as there will be more corruption. For ways to lower this, see this question.
Maintenance: This is how much gold you are paying to maintain city improvements. For example, if you have 5 cities, and each has a temple (1 gold in upkeep per temple), you will pay 5 gpt in upkeep. This can add up quickly with a large empire, and it is hard to stop; you have to watch what you build and make sure it is necessary.
Unit Costs: This shows how much money is being paid to maintain units that aren't supported by your government. Different governments have different limits, and how much you pay in upkeep. For example, if you go over the limit in Monarchy, you pay 1gpt per unit extra. Republic is 2gpt. Feudalism is 3gpt! Make sure you don't go too high over the limit for this, as it can add up quickly. It helps to disband old units or units in your core away from borders of other civs. For more, see this question.
To Other Civs: This is pretty simple - it is how much gold per turn you are giving to other civilizations in diplomacy (e.g. If you trade 10gpt to a civilization for a technology, "-10" will appear in this column. Similarly, there is one on the positive side of things for money you are receiving.
Entertainment: This represents another slider - the luxury tax slider (below the science slider). It represents how much gold is being turned into "happy faces", or entertainment to turn your citizens in cities happy to prevent riots (a riot happens when >50% of the citizens in a city are unhappy). This you usually can't turn down without having some repurcussions in your cities.
Corruption: This shows how much money is being lost to corruption. Every city doesn't utilize every commerce it earns - some is just, literally, 'lost', as in you can't use it. This is usually higher the larger your empire is, as there will be more corruption. For ways to lower this, see this question.
Maintenance: This is how much gold you are paying to maintain city improvements. For example, if you have 5 cities, and each has a temple (1 gold in upkeep per temple), you will pay 5 gpt in upkeep. This can add up quickly with a large empire, and it is hard to stop; you have to watch what you build and make sure it is necessary.
Unit Costs: This shows how much money is being paid to maintain units that aren't supported by your government. Different governments have different limits, and how much you pay in upkeep. For example, if you go over the limit in Monarchy, you pay 1gpt per unit extra. Republic is 2gpt. Feudalism is 3gpt! Make sure you don't go too high over the limit for this, as it can add up quickly. It helps to disband old units or units in your core away from borders of other civs. For more, see this question.
To Other Civs: This is pretty simple - it is how much gold per turn you are giving to other civilizations in diplomacy (e.g. If you trade 10gpt to a civilization for a technology, "-10" will appear in this column. Similarly, there is one on the positive side of things for money you are receiving.
Here are some good ways to earn some money besides the one mentioned above: try building marketplaces, banks, and stock exchanges - they increase gold by 50%. Roads are also the key. Every tile with a road produces an extra commerce. The governments Republic and Democracy all have a trade bonus so that for every tile that produces one commerce, you'll get an extra. That is one reason Republic is considered the best government. Lowering corruption is an effective way of earning money too.
How many units should I ideally have?
This is hard to determine - it is usually case by case. However, there are some guidelines: once you've expanded, it's best to just station most of your units on the border cities - after all, they have to take those cities before they can get to your core! This is especially true for railroads, when you can move units anywhere in one turn. The number of ideal units also depends on your goverment. Some governments, for example, have decent unit support (units you don't have to pay maintanence for); e.g. Monarchy has 2 units/town, 4 units/city, 8 units/metropolis. With Monarchy, you can afford to have more units stationed in your cities. However, in Republic in Conquests, you get very little unit support - and each unit past the limit costs 2 gpt to maintain! Those costs can add up very quickly, so in this case it is best to keep a smaller, more updated army. Don't be afraid to go over the limit however, provided you make up for it in gold somewhere else. If you have a specific game in question, don't hesitate to post on the forums with your save and people will be there, eager to help!
If I irrigate grassland, it only produces 2 food instead of 3! Why does it do this?
This is called the Despotism tile penalty. In Despotism, the standard government, all tiles that produce 3 or more food/shields/commerce will produce one less. That's why grassland (2 food), when irrigated (+1 food) in Despotism, will only produce 2 food (2 + 1 - 1 = 2). That's why it is best to mine grassland, unless it is bonus food (for example a cow will produce 4 food irrigated in Despotism) or you are about to switch governments. This rule also applies to things like mined hills - instead of getting 3 shields (1 base + 2 from the mine), you only get (3 - 1 = 2), 2.
What is mobilization?
Mobilization is a special state you can place your nation in. It is aimed for civilizations fighting many wars that need a significant boost in their military production. Here's how it works: once you research Nationalism, you have the option to go into Mobilization (change it on the F1 Domestic Screen, from "Normal" to "Mobilization"). In Mobilization, you can only build military units (infantry, cavalry, tanks, etc.) and military improvements (barracks, civil defense, etc.) - the option to build things like a Temple don't even appear. However, each tile that produces at least 1 shield will produce an extra (sort of like a Golden Age, but not for commerce). While you get a boost militarily, your infrastructure and cultural improvements will be a bit lacking. All culture per turn from your city is halved as well (a temple that normally produces 2 culture/turn only produces 1).
While you can start Mobilization at any time, it only ends with a declaration of war/a treaty for peace. That is, there are two scenarios: one, you enter Mobilization in peacetime, and you build up your army pre-war - then, when you declare war, you'll be back to normal and will be able to build things as normal. Or two, you can be normal up until war, when you enter Mobilization to build units/military-related things until the war ends and peace is signed. Note: you don't have to enter Mobilization to fight in a war! It is just an option that is there if you think it will benefit you!
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