cracker
Gil Favor's Sidekick
So lets see,
You add workers to a city till it reaches the +1 starvation level and lets assume the city is a super city location that can support 41 pop points so now you are at 42 people.
Then you could micromanage all the people off the land so that everyone is a starving specialist but now only 1 person can starve per turn.
Then you micromanage the next adjacent city to work all the land and jack its population up to 42 people. Then micromanage all the people off the land to be starving specialists.
SO in one turn you could pigeon hole the equivalent of 82 excess pop points into the game by micromanaging two cities that had perfect use of 100% irrigated grassland fully covered by railroads.
If you had the ability to place cities at a perfect overlap so that every food tile could be used by exactly 4 cities then you could fan out and replicate this process across your empire at the rate of about 2 cities per turn as long as you had enough unscrewed up cities to keep producing 60 to 80 workers per turn.
Figuring that each food tile was being used to support the exploitation of 4 cities in rotation that would mean every city would always be using at least 5 food tiles as a minimim plus its core. This minimum would mean that 11 pop points were legitimate in this exploited scenario but any above that number would be exploited.
Each city would also need at least a hospital to support the exploit.
You would need to be producing at least the number of workers per turn to replace the number of starving workers, so there would have to be two worker factory towns for each starving specialist town to maintain equilibrium before Longevity kicks in.
So if someone had the perfect terrain map, and had the planning and forethought to layout all cities on a perfect 2 space grid in the specialist farms while setting up semi-productive cities that could produce at least 5 shields and 5 wheats per turn, then they could sustain 1/3rd of their cities in some state of excess population status as long as the starvation rate has no means of detecting this exploit and compensation for it.
I can see a residual exploit here, but this points further to a need to modify the starvation rate under cetain conditions rather than eliminate the legitimate process where 5 workers might be added to a pop 12 city to retire them from active duty and raise the cities pop to 17 in one turn.
Admittedly the residual exploit would border on the insane level of analretentive micromanagement combined with unimaginable terrian good luck and rarely would it approach even 50% of its maximum potential, but it would be an exploit nonetheless.
You add workers to a city till it reaches the +1 starvation level and lets assume the city is a super city location that can support 41 pop points so now you are at 42 people.
Then you could micromanage all the people off the land so that everyone is a starving specialist but now only 1 person can starve per turn.
Then you micromanage the next adjacent city to work all the land and jack its population up to 42 people. Then micromanage all the people off the land to be starving specialists.
SO in one turn you could pigeon hole the equivalent of 82 excess pop points into the game by micromanaging two cities that had perfect use of 100% irrigated grassland fully covered by railroads.
If you had the ability to place cities at a perfect overlap so that every food tile could be used by exactly 4 cities then you could fan out and replicate this process across your empire at the rate of about 2 cities per turn as long as you had enough unscrewed up cities to keep producing 60 to 80 workers per turn.
Figuring that each food tile was being used to support the exploitation of 4 cities in rotation that would mean every city would always be using at least 5 food tiles as a minimim plus its core. This minimum would mean that 11 pop points were legitimate in this exploited scenario but any above that number would be exploited.
Each city would also need at least a hospital to support the exploit.
You would need to be producing at least the number of workers per turn to replace the number of starving workers, so there would have to be two worker factory towns for each starving specialist town to maintain equilibrium before Longevity kicks in.
So if someone had the perfect terrain map, and had the planning and forethought to layout all cities on a perfect 2 space grid in the specialist farms while setting up semi-productive cities that could produce at least 5 shields and 5 wheats per turn, then they could sustain 1/3rd of their cities in some state of excess population status as long as the starvation rate has no means of detecting this exploit and compensation for it.
I can see a residual exploit here, but this points further to a need to modify the starvation rate under cetain conditions rather than eliminate the legitimate process where 5 workers might be added to a pop 12 city to retire them from active duty and raise the cities pop to 17 in one turn.
Admittedly the residual exploit would border on the insane level of analretentive micromanagement combined with unimaginable terrian good luck and rarely would it approach even 50% of its maximum potential, but it would be an exploit nonetheless.