- Joined
- Nov 16, 2001
- Messages
- 2,686
Worker factories use the same principle as the size 7 drafting exploit. At size 7, the food box doubles from size 6. When you build a worker or draft, enough food to fill the granery at size 7 is kept at size 6. Since the granery holds enough food at size 7 to completely fill the food box at size 6, the population will always "hover" at a full food box while workers are produced or units drafted. The only difference is that a Worker factory needs to have a production of 10 at size 6 to keep a constant stream of workers. These two could be combined as "size 6 to 7 food box exploit".
Being able to sell cities has been negated with the patch. There are still ways to demand cities for peace treaties, or to give them away for free, but no direct trading is possible. Any city "trading" exploits left would involve giving away a dummy city to the AI that was going to be overrun by barbs, thus saving the players treasury. Also the ploy I detailed in the defensive unit factory thread could be exploited in the right circumstances (hard to get right though). Giving away a captured city to an AI with a low cultural rating is kind of a dirty tactic as well. The nationality of the city will switch to the new AI's, allowing it to be retaken with less chance of reversion.
Another exploit that should be considered is the free palace "jump". By disbanding your capitol, the palace will be built for free in one of your higher population cities. This can be used in the very early game to center your capitol with almost no cost, and is the equivalent of getting a leader in terms of usefulness. The target city will always get the palace if it is the only city size 3+ at the time. Then just rebuild your previous capitol with the settler that has been produced. In the early game this is easy to set up. Your capitol will be producing settlers anyways in the early stages. After several cities get size 3+ though, it becomes less predictable which city will get the palace.
Also with disbanding of cities purposely, it allows for temporary pop-rushing cities with no future happiness trade offs. This could be considered an exploit as well. This increases the power of pop rushing tremendously over the course of a game. Disbanding cities allows for an ICS (spacing your cities very close together), pop-rush approach to the early game, and then a switch to a bloating builder style later on.
Using Scouts for resource denial is very effective if done right. Just park a Scout on any resource you want to keep out of the AI's hands, and they wont be able to link it up with roads for 20+ turns. Usually the resource can be held until your armies are ready to take out the resource deprived Civ. It can singlehandedly make a Deity game into a laughing matter.
The "no palace no corruption" bug has already been addressed, and should be in the "red" category.
So... exploits for adding to the list
Size 6 to 7 Cities
Giving Away Barbarian Problems
Defensive Unit Trading
Culture Swapping
Palace Jumping
Scout Resource Denial
Disbanding Unhappiness
No Palace, No Corruption
Being able to sell cities has been negated with the patch. There are still ways to demand cities for peace treaties, or to give them away for free, but no direct trading is possible. Any city "trading" exploits left would involve giving away a dummy city to the AI that was going to be overrun by barbs, thus saving the players treasury. Also the ploy I detailed in the defensive unit factory thread could be exploited in the right circumstances (hard to get right though). Giving away a captured city to an AI with a low cultural rating is kind of a dirty tactic as well. The nationality of the city will switch to the new AI's, allowing it to be retaken with less chance of reversion.
Another exploit that should be considered is the free palace "jump". By disbanding your capitol, the palace will be built for free in one of your higher population cities. This can be used in the very early game to center your capitol with almost no cost, and is the equivalent of getting a leader in terms of usefulness. The target city will always get the palace if it is the only city size 3+ at the time. Then just rebuild your previous capitol with the settler that has been produced. In the early game this is easy to set up. Your capitol will be producing settlers anyways in the early stages. After several cities get size 3+ though, it becomes less predictable which city will get the palace.
Also with disbanding of cities purposely, it allows for temporary pop-rushing cities with no future happiness trade offs. This could be considered an exploit as well. This increases the power of pop rushing tremendously over the course of a game. Disbanding cities allows for an ICS (spacing your cities very close together), pop-rush approach to the early game, and then a switch to a bloating builder style later on.
Using Scouts for resource denial is very effective if done right. Just park a Scout on any resource you want to keep out of the AI's hands, and they wont be able to link it up with roads for 20+ turns. Usually the resource can be held until your armies are ready to take out the resource deprived Civ. It can singlehandedly make a Deity game into a laughing matter.
The "no palace no corruption" bug has already been addressed, and should be in the "red" category.
So... exploits for adding to the list
Size 6 to 7 Cities
Giving Away Barbarian Problems
Defensive Unit Trading
Culture Swapping
Palace Jumping
Scout Resource Denial
Disbanding Unhappiness
No Palace, No Corruption