1. Get a civilization into War-Time Mobilization.
2. Zoom to a city that's producing a military unit. Note its shield production.
3. Change city's production to something that isn't a military unit (a worker works.)
4. Click on each of city's worked tiles, to turn all the laborers into specialists.
5. Notice that with no laborers, the city is still producing some shields. That isn't right...
6. Change production back to a military unit.
7. Reassign all the laborers to tiles (clicking on the city tile works.)
8. Notice that city is generating more shields than it was in step 2!
Repeat steps 3-8 as desired and city can have production of shields as high as you want! These shields are real; they will all be credited during the city build step of the turn. This state lasts until something causes the game to recalculate the city's production from zero; usually, changing the size of the city's population triggers this.
You can reverse the steps to restore the city's shield production to normal (switch to Wealth, assign the laborers, switch to unit, unassign them.)
The bug is actually that the game doesn't recalculate a city's shield production total when changing between a military unit and something else while in Mobilization. Subtracting shields from the total under normal production, then adding them during war-time production, causes a net increase.
I've confirmed this in Civ3 1.29f and PTW 1.14f. How in the world hasn't this been known? Does NOBODY ever use War-Time Mobilization?
Screenshot attached.
2. Zoom to a city that's producing a military unit. Note its shield production.
3. Change city's production to something that isn't a military unit (a worker works.)
4. Click on each of city's worked tiles, to turn all the laborers into specialists.
5. Notice that with no laborers, the city is still producing some shields. That isn't right...
6. Change production back to a military unit.
7. Reassign all the laborers to tiles (clicking on the city tile works.)
8. Notice that city is generating more shields than it was in step 2!
Repeat steps 3-8 as desired and city can have production of shields as high as you want! These shields are real; they will all be credited during the city build step of the turn. This state lasts until something causes the game to recalculate the city's production from zero; usually, changing the size of the city's population triggers this.
You can reverse the steps to restore the city's shield production to normal (switch to Wealth, assign the laborers, switch to unit, unassign them.)
The bug is actually that the game doesn't recalculate a city's shield production total when changing between a military unit and something else while in Mobilization. Subtracting shields from the total under normal production, then adding them during war-time production, causes a net increase.
I've confirmed this in Civ3 1.29f and PTW 1.14f. How in the world hasn't this been known? Does NOBODY ever use War-Time Mobilization?
Screenshot attached.
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