Holy cow, been playing for months and just discovered this little baby tonight. Not sure how I missed it. Seems like a dream in the 4th era when you build tanks in 1 turn rather than 2. What are the drawbacks of mobilization? Sure you can only build troops, but what a way to win a war quickly.
That's exactly why it's war time mobilization. it helps a lot, but if you do want to build other things, or expand new territory culturally, you can't. But yeah, a good way to go through war, as long as you want to fully dedicate your entire civ to military until peace occurs (have to sign a peace treaty to get back to normal). Definitely if you're fighting for your life tho.
There is a great mobilization strat. guide in the Strategy section. Forget who wrote it, but it definately opened my eyes to this function. It can be great when used the right way.
Only article I could find on mobilization in the strat section with a search was the one on maximizing your score. Had little on mobilization, so wondering where this is?
I posted a sort of "Fundamentals Guide to Mobilization" that detailed the basics of the game feature. I may have followed up with strategies based upon how the basics shake out in the game environment. I think the post is in the War Academy (which is a great resource - definitely visit soon). The original post was in the general thread and can be found by clicking HERE.
I'm impressed if you're playing on deity level and well in control by tank time most games. Usually by the end of tank period I'm in control, but only once have I beaten deity before being out of the cav time.
I like to use mobilization as preparation before a war. I would end it when I capture my first city so I can build temples. The trick is to leave the defeated civ's alive with 1 or 2 cities in previous wars. You can attacked one of those defeated civ's when you decided to end the mobilization.
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