The War Mobilization gamekiller exploit

cracker

Gil Favor's Sidekick
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As promised, I indicated that we would open a discussion thread on this topic after Gotm16-Rome was closed.

This is not in any way intended to be a spoiler thread so any discussion of Gotm17-Carthage beyond the information that I provide here will have to be deleted.

On February 21st, while we were in the midst of game testing for Gotm17, I recieved a quick heads-up notice from Charis that a new exploit had been discovered by T-hawk at Realms-Beyond.

Within about 2 hours of the exploit announcement, we were able to confirm the thexploit truly did exist in every version of the Civ3 and PTW software and provide notification of the problem directly to Firaxis through our GOTM liaison contact.

What the exploit does is basically allow any player that has discovered nationalism to just clisk on the War Mobilization button and then use a ratcheting process to progressively jack up the shield production output in any or every city to any desired level. Once the ratcheting is completed the inflated shield output can be maintained indefinately until the population of the city changes.

Effectively, wth the exploit in place, it is possible to take cities that only produce 2 or 3 shields per turn and ratchet them up to produce enough shields so that they can produce a full unit, wonder, or improvement of any type in every turn. An empire of 30 cities could be producing 30 nukes per turn or 30 modern armore per turn or 30 cruise missiles per turn indefinately.

We evaluated the options available to us and recognized that it would be impossible to expect a patch software fix to this exploit bug at least in the short term. This bug exist in all three (now all four) versions of the software. The priority option seemed to be to avoid disussing the exploit in public and to try and gently suppress discussion until Gotm16-Rome was closed and at the same time to rework all the version of Gotm17-Carthage to disable the exploit if possible. Since all the Gotm17 game files had been completed and were in testing this required us to regenerate all three of the base map versions.

Looking at the game setup functions we could access the nationalism technology advance and just disable the war mobilization function. This still leaves MPPs and draft enabled as special features of Nationalism. The effect will probably reduce the value that the AI leaders place on trading nationalism, but should not result in a change in AI behavior or stratgies.

Disabling War mobilization may impact some players who are about to get themselves killed but in general the higher level players do not seem to use the Mobilization effect for legitimate purposes based on past game examples.

We will probably keep war mobilization disabled until a more permanent solution can be proposed that will be effective in both Civ3 and PTW.

If you would like to see the original description of the exploit here is the link:

http://www.network54.com/Hide/Forum/message?forumid=189557&messageid=1045858346

We would welcome any suggestions or discussion of ways that the impact of this exploit could be avoided.

REMEMBER to avoid any discussion of Gotm17-Carthage, bbut if you have any questions or inputs on the Carthage game you may privately email them to me at gotm@civfanatics.net
 
Yes, I ran across this bug report earlier and I thought that this was the reason. Glad you could eliminate this without eliminating the draft, although its use is rare.

I don't see any other way around it till its patched.

Loving the game Cracker, this will be my first GOTM submission and I hope to place somewhere else than dead last. :D

Lt. Col. jt
 
Interesting, I didn't know this existed. I see the reason that you eliminate mobilization then. But do you think you could keep mobilization and make this exploit illegal, just like dogpiling is now? I think this could be visible from a save. Is there anyway to tell how long someone has been mobilized from a savegame? Because if there is, and you see they've been mobilized for 400 years, I think you'll know...

I'm just hoping that there is a way to keep mobilization and yet block this exploit, because mobilizaiton can be an integral part of games.
 
Uh, what is dogpiling? Is there a list of illegal stuff I should read?
 
It is possible to know how long someone has been mobilized from the savegame by looking for an extended change in the slope of the culture graph due to the 50% culture reduction during mobilization. The problem seems to be the sheer size of the "payoff" possible with this exploit. Even the "wealth" exploit can only result in about a 25% increase in total production while this exploit can potentially cause a 1000% increase in per turn production.
 
I'm just a little dissapointed as I did use mobilisation in evry game before even if it did not change the game very much. But for the good of the game...

I have tested the exploit and it is in deed game killer.
 
Not on topic but is there a utility that could give me an idea of how my score is shaping up during the game?
 
Funny that nobody has reported this before. I guess it probably is due to the fact that most veteran players (the same players that would find these bugs) don't use mobilization much.
 
Some players do use it to reduce the "production" of culture though. When you are mobilized, you culture is cut in half, very important when "milking" a game and not trying to set off a culture victory, but still trying to keep citizens happy.
 
I rarely used War Mobilization. IIRC, I used it only one time in my second game (Warlord level) when I just got Civ3 over a year ago and I didn't like it at all. In my opinion, war mobilization is really bad for business as well as culture.
 
I'd seen it mentioned at Realms Beyond.
While so far I've never used mobilization myself (reasons as stated by Moonsinger), the normal thing to do IMHO would be to simply forbid to exploit this bug, instead of disenabling the feature. In fact, by the general rule regarding new exploits it is already automatically forbidden.
 
I used mobilization in GOTM16 from the turn that my legionary caused GA. Over a few rounds I improved my military quite drasticly, though it took me some rounds to figure out that it was only units who got the increased production and not barrack or airport production. My game benefited drasticly from this as much of my armor was produced this way - GA+mobilization is a legitimate and quite strategical manouver to switch rapidly from peacetime to wartime readiness.

----

That being said, the exploit is clearly breaking the game. I'll just adjust my strategies, mobilization in itself is not a critical part of the game.
 
Originally posted by DaveMcW
Mobilization is useless during your GA. :p
Not quite. You're getting a bonus of two shields wherever you were producing at least one. If every square produces only one shield in the normal conditions, you get a 200% increase while in both Mobilization and Golden Age. Take those 20 turns to build many defensive units, build battleships for the late game or simply pump tanks en masse and roll through your enemies. You can always build city improvements later and you will probably have much cash to rush the most urgent ones beacuse of the bonus gold you were stocking during the Golden Age.
 
Sorry, you are both right. I guess I miscounted shields the one time I mobilized during my GA. :(

You don't get as great a percentage increase, but it is definitely not useless.
 
Does NOBODY ever use War-Time Mobilization?

Well I don't use it. In a war campaign against the French, I used mobilization. The bug where the AI does not die when you conquer their last city existed, so I was stuck in mobilization and couldn't kill the AI and get back to normal. I thought that I would lose my conquered cities to Germany and England because I couldn't build cultural improvements. I was also denied building several other improvements too.

Great exploit - I'll have to try it in a game. Not the GOTMs though...
 
Alas, I think this bug means that Mobilization DOES need to be turned off...

If it were like the 'gold mine' we could say don't do that and you wouldn't do it. BUT, this one is so insidious that you can produce extra shields without realizing it....

I HAVE used mobiliiztion and I'm pretty sure that I HAVE moved squares under production around and made citizens producers/specialists--not to the extent of puttting them ALL specialists then back to producers again--but I probably DID get some extra shields without realizing it. And they stayed there until pop grew--and it was probably at a city that couldn't grow any more!

And I can not honestly say that I would be careful enough when mobilized to NEVER accidentally get extra shields.

I remembered that there was a sotd with a huge production:

mobilization sotd

Does this shot use the bug? (My eyes were crossing trying to count the shields to multiply by the Iron Work and Nuclear Plant--the Mobilization would have put the shields on the Map.)
 
I use war mobilization so much. My total unit production in the Roman game after nationalism was 90+ Cavalry, 30+ Infantry. 200+ Tanks (I'm not sure because so many died) 30+ Mordern armour, 5+ destroyers, 10+Transports, 5+Bombers. Game ended in 1550 or so. I did build Theory of Evolution, hoverdam, SETI, and UN during the time too.
 
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