The "Saved Culture" Exploit:
Making it an option was the fix. It defaults to not allowing player to save their points. Checking Save Polices is not allowed.
From my understanding of the "Save Policies" option is should have been called "Saved Culture" and thus my confusion.
So the original fix for the exploit is what we still have and game is still broken with respect to Cultural Victories! The developers put significant work into the "Save Culture" feature, but that was clearly broken, because the Culture price of a Policy could be manipulated by changing the No of Cities owned, thus the exploit. What I don't understand is if the game is fixed so Culture must be used to buy Policies as soon as that's possible (Culture can never accumulate beyond that needed to buy the next Policy), but defer use of the prepaid Policy till later as in the Policy that gives you two free policies, where is the exploit in doing that?
I would say that "Saved Culture" should be banned, but "Saved Policies" (as I prefer the term to be defined) should be allowed, assuming Civ V has been properly fixed in this regard. I have suggested several "developer level" fixes to the "Saved Culture" exploit; the latest one simply converts the Culture ASAP into a Deferred Policy, but it appears that the "Saved Policy" option is a misnomer and only confuses the issues surrounding the "Saved Culture" exploit and we are still waiting for the developers to provide a proper fix to the "Saved Culture" exploit.
I take it that the latest patch doesn't address the issue I've raised above. In that case, Civ V still remains truly broken. This won't be properly fixed for at least 1-2 years, if it ever is properly fixed.
Fixing Exploits Ruins Civ V:
Frankly, all the Civ V fixes to "exploits" have been turning a marginally OK game into a glorified tic-tac-toe game. The fixes have been systemically ripping out nearly everything that player skill can ethically leverage into winning a game. You don't fix a game by removing every game element that rewards player skill and replace it with something that penalizes player skill. That's the way I view the Civ V patches in general and why I now characterize Civ V as a "tic-tac-toe" game. How rewarding is skill in a tic-tac-toe game? First player to move always wins! The AI it seems can't even win at "tic-tac-toe" it would seem based on its evidently poor tactical skills.
There is also the Ruins game element that always rewards the player, unevenly I must add, for being able to find and enter Ruins which frankly doesn't require much more skill than playing "tic-tac-toe". My point here is the game does reward the player in this case, but _not_ for having skill. The mantra should be reward player skill and Ruins simply doesn't measure up and rewards unevenly on a random basis (You have rescued some survivors and your Pop 1 City instantly becomes Pop 2). This exploit is still permitted by the HoF rules.
More on "Saved Policies":
"Saved Policies" should be OK if implemented properly. However, the Civ V HoF still bans them, so they must _not_ be implemented properly after all, or perhaps the HoF is being too aggressive in stamping out all "exploits" resulting in the opposite problem, a game that no one wants to play, because skill is penalized rather than rewarded. Note: The game designers and their draconian fixes to "exploits" are to blame here; I'm simply stating the possibility that the HoF may in frustration go too far in banning "exploits"; I'm not saying they have actually done so; just suggesting that it may be possible.
Conclusion:
I know the Civ V game designers and the HoF staff are doing their best to make Civ V a worthwhile and rewarding game to play, but in my opinion at least it hasn't been working out as well as everyone hoped.
Sun Tzu Wu