Banned Exploits - Discussion II

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Denniz

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The following exploits are not allowed.

Liberty/Autocracy Policy Switch
If you fill out the liberty tree, with the extra settler/worker and representation(golden age), and then switch to autocracy, then back to liberty, you get another set of settlers/workers and a golden age...

Exploit involving trading for Lump Sums of Gold
Systematically making and breaking agreements for lump sums of gold with the AIs is not allowed. It is considered an exploit when there is a clear pattern of activity beyond normal play. Examples of tactics used:
  • Selling a resource (luxury, strategic, etc.) and pillaging or allowing Barbarians or other civs to pillage the resource or trade route to break the deal.
  • Selling a resource (luxury, strategic, etc.) and declaring war or otherwise bringing about a war that breaks the deal.
  • Selling Gold per Turn (GPT) and declaring war or otherwise bringing about a war that breaks the deal.
  • Selling Cities and declaring war or otherwise bringing about a war so you can take them back.
Things not considered when looking for a pattern related to the Lum Sum Gold exploit:
  • Trades for Gold per Turn (GPT) is not considered an exploit under this rule.
  • Trades active at the end of the game are not considered broken.
NOTE: New exploits will occur or be discovered over time. Use of a potential exploit should be verified the HOF Staff before use.
 
Posting in this thread

This thread is intented for:
  • Q&A to clarify the listed exploits
  • Reporting and obtaining rulings from the HOF Staff regarding potential exploits.
  • Providing the HOF Staff with information to make informed decisions about potential exploits

We welcome feedback but we are unlikely to change a ruling once it is made unless significant new information becomes available.

Please keep thing civil.
 
  • Selling Cities and declaring war or otherwise bringing about a war so you can take them back.
So I have a question: does this mean that you're not allowed "to sell any city to a Civ you're going to DoW" or it only means that "you cannot re-capture the sold city"?
 
  • Selling a resource (luxury, strategic, etc.) and pillaging or allowing Barbarians or other civs to pillage the resource or trade route to break the deal.
  • Selling a resource (luxury, strategic, etc.) and declaring war or otherwise bringing about a war that breaks the deal.

So if your luxury trades are broken for any reason, it's game over? :(
 
perhaps the rules should be "reselling before the initial agreement would have expired."

i believe the spirit of the rules is to avoid repeated exploitation, but it is difficult to anticipate barbarians, the full course of war, etc.
 
This new change to the rule is absolute garbage imo. Thanks, you've just thrown close to 100 hours of work on my marathon challenges down the drain. Deals last 90 turns on marathon, breaking them happens, all the time. This is not banning an *exploit*, it's banning normal gameplay for anyone who is a marathon player.

Rules should definitely *not* be changed on the fly like this. Great way to dissuade people from submitting. I will personally not be submitting now or in the future - very very very bad taste in my mouth from this.

I really think the HoF staff should reconsider their entire stance on so-called "Gold Exploits". If you don't like the way Firaxis has handled diplomacy, the staff should make a mod preventing trades for lump sums and make us play that. The game, as it stands, allows trades for lump sumps ... none of what you've banned as exploitative with respect to gold trades is an exploit, except the pillage your resource to retrade. The rest is simply Firaxis' implementation of diplomacy.
 
perhaps the rules should be "reselling before the initial agreement would have expired."
This would be my reaction. Except maybe to include, or until that AI is dead and buried. I have no problem combining murder with theft.
 
I still think it's unclear. There are clear examples given, yes, but there are also statements about accidents occurring implying that there might be situations where a LS trade is ended but the game is still acceptable. So I don't know how I should play the start, lest a barb show up that I can't kill before he pillages a resource that I have traded for LS.

I agree with vexing that as long as you don't retrade the resource before the original deal would have expired the game shouldn't be voided. I mean as long as were allowing trades for LS, the gold exploit isn't stopping the trade - it's trading it again for more gold faster.

Or you could just end all the what ifs and make a simple rule that for HOF, you cannot trade resources, cities, or GPT for LS. Personally I don't prefer this, but it would make everything a whole lot clearer than it is now. Just a thought.

EDIT: Another question - doesn't value matter? By that I mean if I trade a lux for 150g on normal speed, am I exploiting if I break the deal and retrade after 15 turns?
 
While I might not agree with everything that shows up here, I like the idea of this thread and its finality a lot; it will tighten up the quality of HoF competition considerably.

Question: should discussion over particular exploits/rules be started in separate threads? Based on past history over the past few weeks, we've good reason to believe that discussion over pretty much anything will cause a massive # of posts, and IMO this thread is best served as an effective final ruling...the "providing info" could really clog this thing up if handled improperly.

So if your luxury trades are broken for any reason, it's game over?

I've come down on the rules pretty hard in the past (and some still need work; that's for another thread), this time I get to defend the rules though :p.

The clause clearly states that the staff recognizes accidents will occur and that they'll be looking for patterns. Before the other thread was closed Martin Alvito/Myself got into a discussion regarding the enforcement of the exploit clause and he put forth good evidence that the approach we're seeing here is optimal (citing economics as well as basic incentive logic); it's the best way to enforce bans on unsavory practices...anything else either doesn't stop actual abuse or is indeed an instant game over for people playing in legit fashion. You're free to open discussion on this rule elsewhere but IMO it was fleshed out pretty soundly in the other thread that this is the way to go.

In other words, they're not going to ban your game if once every 10-20 games or something a barb pillages your title on turn 17 of a deal, but if you start pushing your luck it's going to be noticed.

I agree with vexing that as long as you don't retrade the resource before the original deal would have expired the game shouldn't be voided. I mean as long as were allowing trades for LS, the gold exploit isn't stopping the trade - it's trading it again for more gold faster.

The problem with this is that you retain the lump sum gold and the happiness once repaired. While that isn't nearly as strong as selling the resource once again, it's pretty strong. It's a compromise solution in a sense but the end result would be to let them pillage you anyway and break the deal...and the whole point of this rule is to avoid shenanigans like that. I also fundamentally don't like using barbs for self-pillage; this is a strong luck factor and I'll argue in favor of ANYTHING that reduces non-decision-based luck in the game. Barbs are already too much luck-dependent IMO, your suggestion makes it worse.

Kevin_J's post is what I was worried about when I made my original thread. The state firaxis left the game in makes this a mess for HoF staff. I can see some merit on erring on the side of caution right now until this forum can help flesh out the rules; wanting to avoid unbeatable HoF results has merit. On the other side we're working against prediction of firaxis, ability to apply rules consistently/fairly/etc, and so on. If 6 pages with only a few conclusions taught us anything, it's that this won't be easy. Rather than abandoning HoF (I've taken a back seat on actual submissions until its position is more clear to me), however, I'd rather see these kinds of opinions expressed more fluently in a separate thread that directs HoF toward actual useful rules rather than strictly hating on the current ones. I've long asked for basis for the current rules; however basis for any amendments to them should be equally required.
 
This discussion started here:

G-Minor III discussion thread

The problem arbitrary bans on things right now is that the game is in poor shape. Each new ban just creates more animosity. Personally, I'm beginning to wish for no limits on gold exploits. The AI is so bad: no mercy. Why should I pretend the have a clue when they don't? I like to go to an AI and kill, rape, pillage, burn and dig up it's mother's grave and change it's ancestral lineage. They're that bad.

I agreed that the Civ V HOF has been too quick to consider relatively minor inequalities as banned exploits. Something should be banned as an exploit only when it is absolutely certain that the game developers/designers must fix it in a future patch. When an exploit is fixed in a patch, the Civ V HOF should adopt that fix rather than continuing with their more draconian fix (the culture -> policy pricing exploit).

In my opinion, it would be better to allow publicly known exploits than ban them and have sporadic enforcement.

It would be preferable to have preventative enforcement than punitive enforcement.

In the final analysis, the Civ V HOF should be thinking about making the the game more fun than more "fair" when determining when something should be banned.

Sun Tzu Wu
 
In other words, they're not going to ban your game if once every 10-20 games or something a barb pillages your title on turn 17 of a deal, but if you start pushing your luck it's going to be noticed.

Right, they are clearly aiming for an average of less than 1 broken deal per game. But they never bothered to define the exact number.

If we take your optimistic estimate of 1 broken deal per 10 games, that means
So if your luxury trades are broken for any reason, it's 90% chance of game over. :(
 
We recongnize that accidents will occur. We will judge whether an expoit has occured based on observing a pattern of occurances. A pattern can be within a game or accross several games.

This is fairly clear from this that we will consider each case seperately. It is impossible to, say, stop barbarians pillaging your resources in every game and we can't stop AI declaring on you if deals are in place and we won't be penalising anyone for these. If you have concerns about things that have happened in your game please email us (hof.civfanatics@gmail.com).
 
It is impossible to, say, stop barbarians pillaging your resources in every game.

You're wrong. It's very possible to use 2 units per city for barb defense and stop ALL barbarians. Which seems to be what Denniz is demanding.

Of course, you will never beat the finish date of someone who uses zero units per city.
 
Is it a possibility to have set of rules for the HoF and a different set of rules for gauntlets?
 
You're wrong. It's very possible to use 2 units per city for barb defense and stop ALL barbarians. Which seems to be what Denniz is demanding.

Of course, you will never beat the finish date of someone who uses zero units per city.

Of course, given the game spam people do to post winning submissions 0 units per city will provide equal coverage as 2 units/city in winning submissions :sad:.

This is why I am strongly opposed to luck-based nonsense in the HoF that leads to people spamming attempts for lucky outcomes instead of focusing on strategy. It creates a barrier. G minor is indeed a great example; how much of the discussion is eaten up by finding the right ruin results in an attempt? How much of future discussion will be eaten up why multiple attempts to avoid barb pillaging? Considering the consistent benefit from barbs is in itself random too btw...

Is it a possibility to have set of rules for the HoF and a different set of rules for gauntlets?

I thought this was the point of gauntlets; they lock you into settings you might not otherwise use; 1-game rule changes wouldn't be a big jump.
 
So I have a question: does this mean that you're not allowed "to sell any city to a Civ you're going to DoW" or it only means that "you cannot re-capture the sold city"?
What it means is you shouldn't engage in a pattern of selling cities and recapturing them for gold. If you sell a sell a city and then 50 turns later recapture it that isn't what we are worried about. Now selling your some of your border cities with a Civ and immediately declaring war would be prohibited.
 
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