Infinite Gold Exploit

Shumpitostick

Chieftain
Joined
Jul 21, 2011
Messages
19
If you've thought the horsemen, overflow, and diplomacy exploits were fine, I think this one beats them all.
All you need to do is:
- Be able to create armies
- Have a city with an encampment
- Have enough gold to buy any army
Then you simply buy an army (preferably of the most expensive unit), immediately disband it and repeat. For some reason you can get more gold from selling armies than selling the individual units, so selling an army provides 50% more gold than it costs.
This is bad...
 
Wow. I'm going to try this to see, but this seems like a pretty simple oversight. How did testers not catch this stuff?
 
Completely justified due to the additional training needed for the army to work together....tell no-one....
 
Disbanding units for gold is a real issue. You get too much gold for it. For example it's more efficient to disband a 1-charge builder and use the money to buy a new one with 3 charges (or more if you have the policy) than using that last charge.

It's too easy to convert production into gold this way. Conversion percentage should be reduced significantly (far less than half of the production cost).
 
Personally, I don't see why you should get anything at all for disbanding a unit. Freeing up maintenance costs and avoiding managing another unit seem like reason enough; otherwise, what's the point?
 
Who thought it was remotely balanced that you can disband a unit hundreds of miles from your bordet with 2 HP left and get full return.
It should be 50% back for full HP/charge unit within your borders. Reduktion towards 0% for damaged units or with charges used.
 
Personally, I don't see why you should get anything at all for disbanding a unit. Freeing up maintenance costs and avoiding managing another unit seem like reason enough; otherwise, what's the point?

Exactly. When you disband unit you save on maintanance, and that should be it.
 
Personally, I don't see why you should get anything at all for disbanding a unit. Freeing up maintenance costs and avoiding managing another unit seem like reason enough; otherwise, what's the point?
Yes fully agree.
 
It is getting worse and worse :sad:

And yet some people persist nothing is wrong with this release (because there is some kind of 'buggy game on release' legacy)
 
Its sad that I have to actively avoid not cheating doing these things because I want as pure of a playing experience as usual.
 
It is getting worse and worse :sad:

And yet some people persist nothing is wrong with this release (because there is some kind of 'buggy game on release' legacy)

What happened to the time where games were released in a finished state?

- "Here is your new car, sir."
- "Thanks but it's missing a door!"
- "We'll add the missing door in a month or two. But in the meantime it's still drivable, sir."
 
Its sad that I have to actively avoid not cheating doing these things because I want as pure of a playing experience as usual.
How do you have to actively avoid building armies and deleting them on repeat to get more gold - or running the horse gold exploit, or practically any other exploit?

Apart from deleting a unit before it's about to die anyway and the wonkiness of worker Chops - Most of them you have to go out of your way to do them.
 
It is getting worse and worse :sad:

And yet some people persist nothing is wrong with this release (because there is some kind of 'buggy game on release' legacy)

There's quite a wide gap before "nothing wrong' and "OMG WORST RELEASE EVER THIS GAME SUCKS". I think you'll find that the vast majority of posters here are in that gap.
 
Selling price is the biggest game breaking mechanic in Civ 6 right now. We get 2 gold per 1 production cost of single units, more multiplier when disbanded units are corps and armies.
The trick of rush buy and sell Armies is most ridiculous trick right now.
 
Personally, I don't see why you should get anything at all for disbanding a unit. Freeing up maintenance costs and avoiding managing another unit seem like reason enough; otherwise, what's the point?

I absolutely agree with this. The lower maintenance cost should definitely be enough if you decide that you do not want that unit.

And yet some people persist nothing is wrong with this release (because there is some kind of 'buggy game on release' legacy)

Are you sure you aren't confusing "nothing is wrong" with "it is still a lot of fun to play it"?
There is a lot of stuff wrong, bug wise and interface. But you can still have a "good time" playing it.

The developer also needs to realize that you can't "Go dark", right after a big release. Give us a "We are aware of these issues and working our butts off to fix them ASAP" message. There is a "News" function on Steam, why not make use of all you get when deciding to release on a specific platform?
 
There's quite a wide gap before "nothing wrong' and "OMG WORST RELEASE EVER THIS GAME SUCKS". .

True, but people have the right to expect more finished game on release than now.
 
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