Mobilization, when to use

Chris Withers

Chieftain
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Apr 24, 2005
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Does anyone use mobilization (recall that you get this option after you get the Nationalism technology)? Sometimes it seems another civ is using it on me, but I've never tried it although I want to someday to see how it goes. I always seems to have cities wanting to do different things though and don't really want to go to total war with all cities even when I'm attacking. The shield bonus sure sounds tempting though. Perhaps after I get the ability to make Tanks, I ought to mostly have factories by then so I could really crank out tanks quick if I mobilized.
 
I never really felt the need for mobilizing except in the Napoleonic Europe scenario. It is mostly for very agressive warmongering, or if you are in a desperate situation and need more units ASAP.
 
Rarely. Ocasionally I would do so, but leave as quickly as possible.
 
I've used it once, when a much stronger Persia AI declared on me right after I had discovered nationalism. Cheap defenders ended up being a lifesaver for me.
 
Yes, I use it. If the games gets to the Industrial Age, I shut down research after Replacable Parts, Hover's Dam & Mobilization. Then I go and raze everthing.

Edit to add: You need to reclick it everytime you eliminate a civ because the computer puts you back at 'normal'.
 
I don't very often. If I'm involved in a war with a save as strong as I am for control of the continent, I probably will.

The combination of war mobilization plus a golden age is very potent.
 
I don't think you just lose the shields when building non-military things, namliaM. I think you can't build them whatsoever. =\
 
TheBB said:
I don't think you just lose the shields when building non-military things, namliaM. I think you can't build them whatsoever. =\

Short synopsis about mobilization in C3C:

  1. +1sp/tile for any unit with the following AI strategies: Offence, Defence, Air Superiority, Naval Power.
  2. All other units do not recieve any bonus! (note I don't know about Nukes)
    Yes, that includes all Transports, Armies, Bombers, Explorers, Settler + Worker.
  3. Only improvements with the MIL flag can be built, but do not recieve the bonus:
    Barracks, Harbors, Airports, Walls, SAM, Civil Defence, Coastal Fortresses
  4. Only Wonders with the MIL flag can be built. Exception: You can build the UN.
    Note that excludes the Heroic Epic and FP...
  5. SS parts can be build, but not the Apollo Program.
  6. If you switch from a unit recieving the bonus to one of the other items, the shields are retained (unlike with Civil Engineers).
  7. Culture output is halfed.

IMHO you must be in a pretty desperate situation to mobilize during a war; the fact you cannot build any culture is ugly (unless you own the Internet!).
But, it can be a good move to mobilize before a war - if you happen to have another opponent willing to make peace whenever you want.
Mobilize, build up insane forces, go for your real target; and once you need to build other items, end the 'phoney' war.
 
I remember I read about a game where SirPleb mobilised, and by building units but switching to artillery in the last turn he got a huge benefit from mobilisation, because the shields are retained.
 
Not losing the shields after switching sounds like a bug and an exploit to me.

Mobilization is occasionally useful. If I don't have, say, saltpeter I can often get it in trade from an AI in exchange for joining an alliance against the AI's enemy. Hopefully, this is an enemy on the other side of the world. Use the 20 turns of saltpeter to mobilize and build up your force of cavalry, plus a few cannons. You can usually get peace after the deal is done.
 
In the game i'm playing now I mobilize whenever there is a war. I'm the 3rd strongest nation and behind in tech, mobilization helps to make up the difference if you are weak or backwards.
 
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