August 12, 2002, 07:43
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#61
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Princess
Local Time: 02:49
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Edinburgh, Scotland
Posts: 541
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Quote:
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Originally posted by DeepO
Lucilla, IIRC mobilization is only possible after nationalism, I think a middle age GA is hard to combine with mobilization
DeepO
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Oops, true....
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August 12, 2002, 10:25
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#62
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Emperor
Local Time: 21:49
Local Date: October 31, 2010
Join Date: Apr 2002
Location: pittsburgh
Posts: 4,132
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Thesues, "I'm not very good at the palace jumping bit, which this map clearly called for..."
Maybe a thread on the the fine points would help. All I do is find a city on a river near where I want the palace jump to land. Then start the FP near the original capital and, as it concludes, if needed, pop out some settlers or workers from cities that would compete with the target location. (Admittedly, this scientific procedure once landed the new palace in the same city as the just-built FP -- didn't know that mess was even possible.)
__________________
Illegitimi Non Carborundum
Last edited by jshelr; August 12, 2002 at 15:20.
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August 12, 2002, 14:48
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#63
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Warlord
Local Time: 19:49
Local Date: October 31, 2010
Join Date: Apr 2002
Location: Chicago
Posts: 141
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Quote:
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Originally posted by Lord Merciless
I mean 'disadvantageous' in a strategic sense. For example: you are low on research capabilities, miss important strategic resources, lack populations, or/and fall behind in cultures.
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Mobilization can do wonders to give yourself a production boost. As long as you do not want to build anything but those things allowed under mobilization and you are planning a war soon, mobilize. You'll be able to wage war more quickly and more decisively. As soon as you get a peace treaty or eliminate your opponent you will automatically drop out of mobilization. If you are worried about culture flips, you might choose to not occupy the cities, parking units outside them and retaking every time there is a flip. Flips happen on your turn, so the enemy only gets one defender when it returns to him.
Mobilization is a win/win situation in my book, as long as I am not trying to pursue any kind of builder activity while I am at war.
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August 12, 2002, 15:08
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#64
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Emperor
Local Time: 21:49
Local Date: October 31, 2010
Join Date: Apr 2002
Location: The warmonger formerly known as rpodos. Gathering Storm!
Posts: 8,907
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Quote:
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Originally posted by jshelr
Thesues, "I'm not very good at the palace jumping bit, which this map clearly called for..."
Maybe a thread on the the fine points would help. All I do is find a city on a river near where I want the palace jump to land. Then start the FP near the original capital and, as it concludes, if needed, pop out some settlers or workers from cities that would compete with the target location. (Admittedly, this scientific procedure once landed the new palace in the same city as the just-build FP -- didn't know that mess was even possible.)
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Is palace jumping still considered a good thing to do? I've still never done it - meaning abandon my original capitol. I have rushed the Palace in a new location with a GL, but that's not the same.
BTW, very fun thread to read through again.
__________________
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
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August 12, 2002, 15:18
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#65
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Emperor
Local Time: 21:49
Local Date: October 31, 2010
Join Date: Apr 2002
Location: pittsburgh
Posts: 4,132
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I wouldn't hold up my view as state of the art, but building the FP near the current capital is very efficient in that you are using a core, corruption-free city to get the job done quickly.
The jumping part is not that difficult to plan either.
A GL is definitely easier and saves the shield cost in the core city at a minimum, probably also making precise FP positioning possible. But the jump is definitely in my toolkit and used quite frequently.
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August 12, 2002, 19:37
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#66
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Chieftain
Local Time: 01:49
Local Date: November 1, 2010
Join Date: Jun 2000
Posts: 90
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stupid question...
Yes, mobilization is great for those last three years before a spaceship launch.
However- should wartime mobilization increase the likelihood of generating a great leader?
Or is that just a stupid philosophical question?
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They're coming to take me away, ha ha...
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August 12, 2002, 21:21
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#67
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Emperor
Local Time: 03:49
Local Date: November 1, 2010
Join Date: Jan 2002
Location: supporting Candle'Bre
Posts: 8,773
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I don't think mobilization increases GLs appearing, but what has always bothered me is that I don't know if it increases War Weariness or not. So far, the few times I used it it didn't seem to have an effect on WW, but I'm not sure...
DeepO
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August 14, 2002, 05:27
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#68
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Emperor
Local Time: 03:49
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by dawidge
Mobilization can do wonders to give yourself a production boost. As long as you do not want to build anything but those things allowed under mobilization and you are planning a war soon, mobilize. You'll be able to wage war more quickly and more decisively. As soon as you get a peace treaty or eliminate your opponent you will automatically drop out of mobilization. If you are worried about culture flips, you might choose to not occupy the cities, parking units outside them and retaking every time there is a flip. Flips happen on your turn, so the enemy only gets one defender when it returns to him.
Mobilization is a win/win situation in my book, as long as I am not trying to pursue any kind of builder activity while I am at war.
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hi ,
indeed it can , .....
and one thing you can do with Mob is to build units , and disband them in places that need a courthouse or so , or police station , ....just to get some shields fast
and while at it , when you take a city , 8 out of 10 there aint something in those places you take or get , so disband your old units there to get some things fast
have a nice day
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August 14, 2002, 12:50
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#69
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Princess
Local Time: 02:49
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Edinburgh, Scotland
Posts: 541
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Quote:
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Originally posted by Theseus
Is palace jumping still considered a good thing to do? I've still never done it - meaning abandon my original capitol. I have rushed the Palace in a new location with a GL, but that's not the same.
BTW, very fun thread to read through again.
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Depends on how much you care about the accumulated culture built up by your former palace. It'll get lost if you move it to another city.
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August 14, 2002, 13:32
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#70
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Emperor
Local Time: 03:49
Local Date: November 1, 2010
Join Date: Jan 2002
Location: supporting Candle'Bre
Posts: 8,773
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Does it? I find that hard to believe. If I destroy a civ completely except for one city, its culture will stagnate, but won't diminish. So why would the accumalated culture of a palace be lost? I can understand it has to start from 1 again, where a 1000 year old palace generates 2 culture, but destroying that would only mean less culture gain, and not a diminishing of culture...
DeepO
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August 15, 2002, 15:03
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#71
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Emperor
Local Time: 03:49
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by DeepO
Does it? I find that hard to believe. If I destroy a civ completely except for one city, its culture will stagnate, but won't diminish. So why would the accumalated culture of a palace be lost? I can understand it has to start from 1 again, where a 1000 year old palace generates 2 culture, but destroying that would only mean less culture gain, and not a diminishing of culture...
DeepO
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hi ,
, the culture value of what is gone (age) seems to be lost
have a nice day
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