Archived from groups: alt.games.civ3 (
More info?)
"tjbrandt" <tjbrandt@mail.ev1.net> wrote in message
news:40770218.720.41@news2...
> Awesome detailed description!!!! Thanks so much.
>
> BTW, how's a person supposed to figure all this out without
> access to this newsgroup? I'm at work (and don't have CIV3
> installed here) so I can't check the Civilopedia for
> Nationalism, but is it documented there, or did you just run
> an exhaustive sequence of experiments. If the latter, thank
> you even more for all the time it must have taken.
I think most peeps get their info from either the Civilopedia or from the
patch release notes. Of course, there is good info here and also at
Civfanatics. Check out the "War Academy" section. www.civfanatics.com
GWB
> > "Thomas J. Brandt" <Remove_tjbrandt50@hotmail.com> wrote
> > in message news:107bmgkldesh81a@corp.supernews.com...
> > > What does the Mobilization setting available with
> > > "higher" forms of government affect? If you know of a
> > reference site, that would be plenty of
> > > help. Thanks.
> >
> > Mobilization is an ability that is available after you
> > discover Nationalism. It is not goverment specific.
> >
> > When mobilized:
> >
> > You are only allowed to build military buildings or units.
> > I believe you can build wonders that are militaristic in
> > nature.
> > Any non-military production in progress will get changed
> > automatically to a unit (as of C3C)
> >
> > When building land based military units, you get +1 shield
> > on every tile that already produces at least one shield.
> > (pre C3C may allow extra shields on all units)
> >
> > The ONLY way to end mobilization is to have a war end in
> > some way. (if you mobilize when not at war, you have to
> > start one so the war can end)
> > There is a bug in pre C3C versions that make shield
> > production unpredictable.
> >
> > Culture output of cities is reduced to 1/2 normal.
> >
> >
> >
> >