I do agree that the exploit argument is abused but based on the definition above (which I also agree with) I do think this is an exploit. I can't imagine the designers intentionally created a mechanism whereby you could rush the space ship components to completion all in one turn by taking advantage of overflow and multipliers. It's a clever trick but I fully expect this will get patched out eventually.
Definition above? There was no definition above at all.
As I mentioned, "developer intention" as a criteria for "exploit" is a farce unless the developers list self-consistent criteria for determining what constitutes an exploit. To illustrate:
- If Ed Beach came in here and said he is removing x tactic "because it is an exploit" without further reasoning, he is telling us he's changing a mechanic he doesn't like and nothing more.
- If Ed Beach came in here and said he is removing x tactic "because y reason", while simultaneously allowing z tactic despite y reason, Ed Beach would be making an irrational decision.
- If Ed Beach establishes that an "exploit" meets certain criteria, then the implementation is sensible if and only if these criteria 1) allow someone to anticipate future exploit classifications consistently and 2) are applied consistently.
Other posters are not exempted from this. If you want to assign any meaning to "x is an exploit" whatsoever, you must have some means to distinguish it from tactics that "seem too strong" or tactics "player happens not to like". Otherwise you can replace "exploit" with "wharlgarble" and it carries
*precisely identical meaning*.
I claim that you building 5 commercial districts is a wharlgarble. Show me this has less meaning than "exploit" per its usage here so far.
I argue this way because it's fun, but it has real implications. Civ HoF has used flawed reasoning over allowed/disallowed rules and banned tactic discussion in the past. If you can't ground your basis for evaluation in something outside your own whim, there's no point in calling it anything aside from your own whim.
This is just one thing that I don't think makes the game better, and I wish it operated differently.
This is making a different case than "exploit" though. You are in effect asserting something is imbalanced. That is still challenging to demonstrate/define, but easier...but also includes by-design mechanics and even civs.
To illustrate: nobody would have a reasonable case that original industrial districts were an "exploit", but their enormous utility and ubiquitous nature/minimal consideration needed to decide to build them nevertheless stood as a reasonable basis for altering them.
Considering the production implied by using Sagan in this capacity, it would be reasonable to assert it provides the single civ that gains access too large an advantage for the investment.