wasn't the power of taxman/scientists intentially increased by the game maker? how is this an exploit by using a known game mechanic that was intentionally implemented?Doc Tsiolkovski said:*'Infinite Wealth'/Research by specialists. Was a non-issue before with 1gpt/1 beaker p.t.
is this different much different than demanding the AI to leave when you know they will declare (ie, are furious with you)? I don't think this was ever disallowed here.Doc Tsiolkovski said:*Sub Bug. Causing the AI to declare by moving Subs next to their ships.
false peace treaties, etc. were available before C3C came out. i don't think they were ever forbidden, anyways. you pay a price for this by ruining your rep.Doc Tsiolkovski said:Oh, and in general I nowhere find a mention on false peace treaties, and gpt purchase and subsequently declaring to get out.
GOTM page said:Gold mine
You can make cities give wealth and production at the same time. First set the cities to produce wealth. At the beginning of the next turn when another city is done building something else you can go to other cities with the arrows above and change the production of the cities that produce wealth to e.g. some unit. That will get production as well.
grahamiam said:false peace treaties, etc. were available before C3C came out. i don't think they were ever forbidden, anyways. you pay a price for this by ruining your rep.
Not quite; building 'Wealth' uses production to generate Gold, so the player who does the 'Gold Mine' is using the city's shields twice. In DocT's example, the player gets the Research/Taxes from the Specialist, then gets production after assigning the specialists to work a tile. It seems prudent to extend the 'Gold Mine' prohibition to include moving Specialists back onto tiles until after the inter-turn sequence is concluded.grahamiam said:good points i'll let the gotm staff comment for now. however, i think the taxman/science exploit is sorta covered:
This looks like rule splitting. To me the Gold mine rule clearly outlaws any deliberate attempt to get two different productions out of the same citizen. Either through wealth, taxes, specialists or by having them work a sea zone and then switching to a Mined Mountain.civ_steve said:Not quite; building 'Wealth' uses production to generate Gold, so the player who does the 'Gold Mine' is using the city's shields twice. In DocT's example, the player gets the Research/Taxes from the Specialist, then gets production after assigning the specialists to work a tile. It seems prudent to extend the 'Gold Mine' prohibition to include moving Specialists back onto tiles until after the inter-turn sequence is concluded.
There are some types of exploits and bugs listed <here> that are specifically allowed or disallowed. If you wish to take advantage of a bug or exploit not listed then you must contact the staff via Private mail for a ruling on whether or not it will be allowed.
Are these fixed in 1.22f? One of the pre-requisites for the COTM is that it is played under patch 1.22f.Gyathaar said:There are a couple of bugs/exploits that should clearly be disallowed.. both seem related to the old bug where you could bombard anywhere with artillery:
A) Any unit that can be airlifted between airports, can be airdropped anywhere on map if you hit G, followed by Shift-T , instead of just Shift-T (need to be in a city with airport or on an airfield)
B) Tactical nukes can nuke anywhere on map if you hit G, followed by B instead of just B
ainwood said:Are these fixed in 1.22f? One of the pre-requisites for the COTM is that it is played under patch 1.22f.