but saying it is perfectly legit is not right.
It is perfectly legit when you are playing by yourself. Do what you want in your own games. Competitions have to decide for themselves if it is acceptable or not.
1.) Let people choose their new capital after a loss due to enemy attacks
So everyone will leave their capital undefended so they can get their new capital exactly where they want it. This would make palace jumping require even less skill. Currently, when you want to jump the palace to a specific spot you sacrifice other aspects of your game (keeping some cities low in population and not building many cities near your starting capital), building cities far away sooner in the game (near the target city, instead of building them closer to your capital where they will do more immediate good) and you build workers that will join the target city (wasting shields to build the workers since they will do little if any terrain improvements). If you got the palace to go wherever you wanted it to go by simply choosing, then theses sacrifices do not exist.
2.) A palace relocation would also take you X turns. 15-20 turns e.g., just a number I just thought of. This would be independent of the cities production.
The palace has to go somewhere immediately. Trade and corruption NEEDS a palace in order to work.
That said, and all moral relativism aside, I think that we can identify tactics that go against the spirit of the game
Well, there are tactics that 99+% of players would agree are exploits. Palace jumping does not have that overwhelming negative view to it. More than 50% may feel it is an exploit, but does that make it an exploit? The majority can be wrong sometimes.
For the record, I do feel it is an exploit, but I also feel that using artillery on offense and pre-building for wonders is an exploit. The AI can't compete against those tactics, giving you an advantage that was never intended to be (the programmers wish they could program the AI to be competitive against those tactics).
I'm just playing Devil's advocate here.
violently violate the spirit of CivIII
...in your opinion. 'Violently' is a pretty strong word. Worker dog-piling (making size 9600+ cities) violently violates the spirit of Civ3 and Palace jumping does not, IMO.
The argument that palace jumping is hard, and therefore not an exploit, is silly.
But that is usually the argument used that something IS an exploit. i.e. "It doesn't take any real skill to do it".
as it seems to encapsulate the overall definition in use around here
Not just here, but at other places as well.
I never had a huge problem with worker farming (not that I ever did it), because it didn't seem to violate the spirit of what the Civ games are about. Shifting resources from one productive city to another, even if those resources are human capital, never struck me as particularly seedy; it happens all the time in real life.
Simply shifting population from one city to another isn't 'seedy'. But, it is when you are taking a population point that took 20 food to make and adding it to a city that should need 60 food for a population point. And it is especially 'seedy' when you are actively aware of this advantage you are gaining and only doing this because of that advantage, which is the reason most players were doing it. You are gaining an advantage (potentially a very huge advantage) that the programmers never intended to be used in that manner.
Personally, I never saw RCP as that big a deal.
Neither did I, although I am glad they fixed it. But, the thing is, RCP and some other tactics can gain you more of an advantage through the entirety of a game than a palace jump.
Many would say RCP did go against the spirit of the game, because in their opinion you should not build cities by any set (or partially set) mathematical pattern, but instead build according to the resources/terrain available.