cracker
Gil Favor's Sidekick
I first reported this as something I thought was a bug back in April by using the Firaxis website and then I kept quiet about it hoping they would fix the bug before too many people exploited it into a game altering feature.
Now T-Hawk has posted a recent post about this "Gold Miner's Exploit" on poly so I think the cat may be out of the bag and therefore it is important make sure everyone knows about the bug so that everything will be equal between players.
You can mine gold from your cities in every turn plus build a unit at the same time. The exploit lets you basically count almost every shield twice if you can manage the exploit carefully.
The exploit works best when a city is producing exactly enough shields to complete a specific unit in one turn because then you can do the exploit again on the next turn (rinse-repeat-"go to the bank"-repeat).
Try to determine which of your cities occure early in the build queue because you need one of these cities to build something to generate th confirmation pop up early in the build cycle. When this pop up appears at the beginning of the build cycle you can then use the zoom to city option in the pop up to bring up the city display page. Once on the city display page, you can use the right and left arrows beside the city name in the upper center of the page to page through all of your cities and change the production assignment for all the cities just before they officially produce anything.
When you access this "page through the cities" feature, all of the wealth for the turn has already been tabulated and put in the bank. Any cities that have been set to wealth have already had their gold counted up.
You just page through all the wealth cities and set their production to be a unit or improvement that can be completed in one turn and TADA you have counted the shields once for gold and then used the shields a second time to produce a unit in the same turn.
Just make sure you have all the cities (other than one of the first cities in the sequence) set to produce wealth before you push the button to end your turn.
With 20 cities each producing an average of 40 or more shields per turn, you can generate an extra 200+ gold units per turn without changing any of the units or improvement that you build.
Note that I considered this a cheat/exploit so have not used it any games beyond a couple of test games where I figured this could allow a player to win the game many turns early than normally possible. There is also no real way that this can be detected in prior turns of a saved game so if someone is using this to jack up scores, we could never tell it after the fact.
Now T-Hawk has posted a recent post about this "Gold Miner's Exploit" on poly so I think the cat may be out of the bag and therefore it is important make sure everyone knows about the bug so that everything will be equal between players.
You can mine gold from your cities in every turn plus build a unit at the same time. The exploit lets you basically count almost every shield twice if you can manage the exploit carefully.
The exploit works best when a city is producing exactly enough shields to complete a specific unit in one turn because then you can do the exploit again on the next turn (rinse-repeat-"go to the bank"-repeat).
Try to determine which of your cities occure early in the build queue because you need one of these cities to build something to generate th confirmation pop up early in the build cycle. When this pop up appears at the beginning of the build cycle you can then use the zoom to city option in the pop up to bring up the city display page. Once on the city display page, you can use the right and left arrows beside the city name in the upper center of the page to page through all of your cities and change the production assignment for all the cities just before they officially produce anything.
When you access this "page through the cities" feature, all of the wealth for the turn has already been tabulated and put in the bank. Any cities that have been set to wealth have already had their gold counted up.
You just page through all the wealth cities and set their production to be a unit or improvement that can be completed in one turn and TADA you have counted the shields once for gold and then used the shields a second time to produce a unit in the same turn.
Just make sure you have all the cities (other than one of the first cities in the sequence) set to produce wealth before you push the button to end your turn.
With 20 cities each producing an average of 40 or more shields per turn, you can generate an extra 200+ gold units per turn without changing any of the units or improvement that you build.
Note that I considered this a cheat/exploit so have not used it any games beyond a couple of test games where I figured this could allow a player to win the game many turns early than normally possible. There is also no real way that this can be detected in prior turns of a saved game so if someone is using this to jack up scores, we could never tell it after the fact.