Is Whip/Chop overflow an Exploit? I say No

That's a very keen observation, there.

"Exploit" in a gaming sense is a ridiculous term. By definition, every sound tactic used in a game is exploitative,

Y'know, you've said that many times. And I've never challenged it, but if you're going to newspeak the language away, I think it's time someone asked you to back that reduction up.

Therefore whether something is an exploit is functionally irrelevant.

Semantic arguments usually are, outside of getting past communication issues based on interpretive differences (or just plain ego-slinging.)

But with that noted, if it's so "irrelevant," why bother objecting when someone uses the term? Why make such dismissive remarks as "only low-level players call it that," or make borderline flames about 'arbitrary lines'?

If it doesn't matter, then it doesn't matter either way.
 
Well, the thread certainly took a change of pace from when I last posted, so first of all, in case anyone forgot, my position is this:
Whip/chop is NOT an exploit, in my opinion. Tricks against the AI like gifting gp aren't really exploits in my view either. For that matter, neither is perpetual anarchy to avoid unit striking - I've never really used this myself and it does happen to be banned in our community here, but I wouldn't call it an exploit and I give major props to whomever was ingenious enough to come up with it. I really only view true "bug" type things like units in boats razing cities as exploits.

That said, something not being an exploit doesn't mean it's not bad game design. An example of this is the Apostolic Palace system - it's just cheezy as a human player to abuse that against the AI (my personal fix would be to make civs vote by pure population weight, not "religious population").

So, as relevant to this discussion, I do have one major opinion - if (when) I could change the game mechanics, I would make all forest chops, period, a lot less lucrative. Whether it's units, wonders, etc... excessive chopping and deforestation just doesn't make sense, and leads to imbalances in starts and so on. As things stand it's necessary to compete with AI, and against other humans who do so, and it is symmetric because all players can chop, but the system itself really doesn't add much to the game - for instance, previous civ version never had forest chops count for so much, neither do various mods around here, and they all do fine. But, again, this applies across the board - so chopping for gold and chopping for axes are both overpowered, but not really exploits. Likewise, from a pure game balance sense, I would see the Protective trait improved anyway and for all civs have building wealth/research/culture a straight 2 to 1 so you wouldn't have to worry about overflow, unbuilt wonders, and the whole kit and kaboodle.

With that said, my position on the "whip/chop" is still just that it's really not that good. Slightly beneficial sometimes, mainly when you've already crashed your economy, useless in others, as Gliese says
It is nice to be able to whipchop overflow for cash if you've crashed your economy but crashing your economy is not always the optimal play.

So, in the interest of real game mechanics discussion - I would like to ask the following, which I haven't seen an answer to, especially in response to quotes like this:
But is getting 2 to 1 with something you want anyway as a byproduct necessarily worse than getting 3 to 1 on something you could care less about?

-If you're only getting 2 to 1, then why is this better than gold on an unbuilt wonder?

I know that seems a little oversimplified so I will trouble to try to present cases in depth, as I understand them. The first thing being that it IS true, isn't it, that you get 2 to 1 with everything except protective + stone, and there's no other secret bonuses out there to it.

So considering that, there are early game wonders out there which gain benefits from marble, stone, copper, gold, and ivory, which makes for a very, very good chance that you can have a bonus to one of them. Industrious civs even get a free 50% to make 2.5 to 1. The other thing is, with wonder chopping, if you really need the gold, every forest goes directly do gold. As before, if you're building something like a barracks, in a brand new settled city, first you have to build the barracks and overflow for its cost again, and only THEN do you start getting the conversion to gold. So, in fact, whip/chop isn't even a strategy of its own, it's a hybrid between regular development, and pure chopping for gold.

Various potential uses for forests

-Non-gold based chopping: the default game. Whether you're building military, other buildings, wonders, workers, whatever, this is the baseline to compare other uses towards. Also, keep in mind that this encompasses a standard, non-REX game - you don't have to keep founding new cities to have more buildings to chop.

-Unbuilt Wonders: give a straight 2 to 1 gold if you have the resource. Every hammer goes straight into gold and you can chop at any cities you want until the wonder is built. No need to send workers to the outskirts of your empire's new cities or clear forests that the new cities may need for other buildings. Even better are National wonders like Maoi or the Epics where there is no pressure at all for timing against another civ.
Disadvantages: Gold is not immediate. So you may be waiting 5-10 turns until someone finishes the wonder.
Rating: Excellent, but not technically a guarantee since it depends on a resource rather than traits.

Protective/Stone Walls: Something is to be said that it's almost fair the protective trait has some other benefit going towards it. At any rate, this is unique among all other situations in that it does give you 3 gold to the hammer. Walls can be built in any city and they're cheap which makes it easy to get plenty of hammers into the overflow
Disadvantages: You still have the Protective trait, and walls can end up being a useless building itself.
My Rating: Good-Awesome

Aggressive Barracks: available everywhere, fairly cheap so most forests will go straight into gold.
Disadvantages: You may not want barracks everywhere. Furthermore, you're directly detracting from military production for a lot of leaders - sure, that extra gold could help you get to literature, but instead those forests could also go into more Keshik!
My Rating: Good-Excellent, with a special note for saving warmongers after they have fought into a poor situation.

Creative Theatres: Very cheap and is a building you probably want eventually anyway
Disadvantages: Later in the tech tree, so might not really matter when you need it.
Rating: Excellent, but later in the game

Creative Libraries: More expensive building, so you need at least a chop into overflow itself before you start converting to gold.
Disadvantages: You'll likely want libraries in most cities, but sometimes you might not. You might also have already wanted libraries in your capital/core cities before you are ready for the trick. Also will be more worker intensive and building a library before other buildings isn't always the best;you also won't really need the extra culture if you're already creative.
Rating: Medium-Excellent

Organized Lighthouses - cheap and early in the tech tree, one has a lot of flexibility.
Disadvantages: Not every city is coastal, and the lighthouse might not be the first building you want; also coastal cities might not have forests. But in many ways this is a very, very similar case to unbuilt Maoi - so I see no reason to call this better.
Rating: Good-Excellent

Organized Courthouse- a building you want in every city, and by itself will help your economy and expansion.
Disadvantages - quite expensive, just building the courthouse from scratch, and then requires 2 forests or a forest and a slave before you even start converting to gold. So very worker intensive.
Rating: Medium-Good

Expansive Granary-early and cheap, and a building you want in every city, so the same general advantages as a couple of others.
Disadvantages: The granary is like the #1 building you don't want to delay. Chopping before Math is a smaller return, and waiting until math for granaries is also painful. If you include whipping before you get the granary that's added inefficiency.
Rating: Medium-Excellent

Any Other buildings - unless I've missed something, forges, colisseums ect... are just too expensive to be worth the trick - they'd have a Poor rating.

Now I don't expect everyone to take these ratings at face value - but still, I think the point remains. I'm NOT saying, "don't chop forests or use them for your economy in any way." But it's not at all clear that the whip/chop is better than other uses, especially since one other common situation is often a better conversion - put as many forests as you like, no need for single turn timing and heavy worker coordination, straight into a wonder. Protective stone is clearly better because it gives a higher payoff, but everything else is situational and best, and even then it's more of a "something you can do with traits that are weaker anyway, so hardly overpowering."

Edit: Since I have the time, I might as well add a clarifying scenario here, since I realize looking back some people may miss some of the thought process and not get the idea. So, to show why if it's really necessary chopping a wonder is just as good - Consider a situation where you have a desperate need for gold, as an organized leader, and a new inland city with 8 forests.

To overflow a courthouse, you'd need the following: The equivalent of 4 forests in pure hammers, before overflow starts even turning into gold. This can be accomplished by simply building for a while, a slave as the courthouse nears completion, etc... but that takes time. But I'll grant all that for the hypothetical situation - so for this scenario I'd say that you need two forest chops just to get those base hammers, which leaves 6 remaining forests to turn into gold. To time it right, you need 7 workers to chop the forests needed for overflow on the same turn.

Now, consider simply having an unbuilt wonder (in fact, with 8 forests and the bonus you could probably actually complete any wonder you wanted, but we'll disregard that). In this case, it doesn't matter what the new city builds - let's say it just starts on a vanilla granary. Then, with just 1 or 2 workers you could go around and chop the forests into the unbuilt wonder - and all 8 of them go straight to gold. Or, the beautiful part is, there's absolutely no sunk cost - you could still put 2 forests into a courthouse right away, no worry about timing, and then 6 into the wonder as the workers get to them; you have complete freedom on what you want to turn into gold, at least as long as the number of forests isn't enough to complete the wonder. The only drawback is that you have to wait for the wonder to be completed elsewhere to actually get the gold in your treasury (which if you're building the wonder "for real" elsewhere is also an easy and common scenario). But, this situation saves so much time and effort in comparison to the overflow. And to be clear, yes, the courthouse is an expensive building so that's why it doesn't seem so good of a comparison - which I why I think the cheap buildings like walls/theatres are best for overflow, but these buildings have rather more limited uses themselves.
 
OK beeline Lib is exploit, tech broker is exploit, backstab friendly AI is exploit , draft rifleman is exploit, even spam cottage everywhere can be an exploit. But this "Tree Economy" is not an exploit , it's cheat
 
Honestly I can see the frustration at people saying that in this thread, sorry mi6agent because it's not adding much to discussion. This can hardly be a cheat when it isn't even better than how people use their forests anyway. (which I know not everyone agrees with me on, but it's something to discuss) Chopping forests into axemen is WAY more powerful than this is, yet no one calls that a cheat.

Although your post is actually incredibly illuminating to me personally on a number of levels, because things you've reverted to calling an "exploit" ARE actually something I consider as bad game design, which I'm planning to mod.
-The AI in civ4 are somehow fundamentally stupider about tech brokering, because of how they value monopoly techs. I don't know why they didn't go with a system similar to civ3, where after a few civs knew a tech, the AI wouldn't bend over giving it to you in trade. There's the potential to even have AI's consider "who they prefer to trade with" yet they don't. And of course the whole vassal system throws everything out the window, AI's practically beg to sell themselvs to each other in tech and every aspect there.
-One main feature I want to include in a mod is "citizen opinion," again like the democracy features of older civ games, don't know why this was removed. So backstabbing a friend, religious ally etc... would result in penalties within your own empire (unless running something like a police state, but then AI would be less likely to be your friend)
-The drafting system could be fundamentally improved imo- I intend to introduce a "garrison" system based on city defense promos to have maintenance free defensive units, and allow drafting almost the whole game rather than just the one civic (costing gold along with population). Offensive units will be more powerful and important but more expensive to maintain in peacetime, basically correcting the ridiculous civ4 trend of giant standing armies that would be crippling in the real world.
-And of course like I was saying, I do feel forest chopping as a whole is silly - chops could just be less lucrative (and with all these changes top level AI bonuses could be not so overwhelming, but the game could be smarter and more fun).
 
Forest chopping is a intended feature of this game . Heck Maths even make forest produce 50% hammer. But does Currency or any tech make chop tree gain 50% more overflow gold in their description ? No lolz yes ? haha
 
Forest chopping is a intended feature of this game . Heck Maths even make forest produce 50% hammer. But does Currency or any tech make chop tree gain 50% more overflow gold in their description ? No lolz yes ? haha

Very intriguing counterpoint. I'd like to subscribe to your newsletter.
 
@ Earthling : the citizen opinion is cool and realistic. Hope it will be implemented again in Civ 5
 
Hmmm... just to be sure, is the mechanics atm.

You are aggressive. Barracks cost 50 hammers.
You get to 49/50 by passing turns.
You now whip + chop 2 forests pre math.
So thats (30+20+20)*2= 140.
Your city produces 1 hammer, so then overflow is then 140-52= 88 gold?
52 comes from allowed over flow of barracks remaining as hammers (original cost) + 1 hammer to finish + 1 hammer due to city production.
 
backstab friendly AI is exploit

It's impossible for a human player to backstab an AI, since a human doesn't have an attitude to the AI.

So backstabbing a friend, religious ally etc... would result in penalties within your own empire

Again, it's physically impossible for the human to "backstab" an AI, unless you use different definitions of "backstab" when it comes to AI and the human. And there's already a "we won't fight with our brothers and sisters in the faith!" unhappiness.
 
Having looked at your link. With a gold in your empire, sticking at Writing at that stage means you played it in a suboptimal way. As I mentioned, why do you want to rex to extreme instead of blocking and settling some of the cities after Alpha and Currency?

You seem confused still, or more likely, playing ignorantly dumb on purpose, but to each their own. I've already rebutted this silly response over and over. But because some people lack the faculties needed I'll beat the horse one more time.

The earlier you settle and found new cities the quicker you are working X amount of tiles. For those incapable of understanding this I genuinely feel sorry for you. Why in the world would you want to be working fewer tiles if you didn't have to be? Just keep on expanding and chop as needed.

In games that I use this technique the limiting factor in REXing is usually land, not the ability to afford more cities. I'd rather have 15 cities by 1000 AD (while still reaching Lib first) which have had much more time to grow and work many more tiles than,

Limiting myself to fewer cities earlier because I cannot afford them, waiting for techs that allow me to afford them, then filling in my land. It's a no brainer. The guy who starts earlier will be way ahead. It's not rocket scientist.

If I seem "rude" it's because I'm offended by people playing "dumb" and ignoring the obvious. It's a simple concept. The greater number of cities you can found at an earlier date while still powering research the stronger your empire will be. I'd rather be the guy working 150 tiles than the guy working 75 any day.
 
yes so you call other ppl dumb because they rather work 75 tiles than work 150 tiles by using a dirty trick ? that's not a very good way of arguement, and I advise you drop at least 2 difficulty level because managing this Tree Economy is not realy good for your health.
 
All I know at this point is that Civilization V better be really damn near perfect b/c if the developers spend any time on these forums at all they'd realize every mistake they have ever made.
 
All I know at this point is that Civilization V better be really damn near perfect b/c if the developers spend any time on these forums at all they'd realize every mistake they have ever made.

Good grief no, because it would mean they wouldn't be trying to come up with something innovative :P just bug fixing!
 
yes so you call other ppl dumb because they rather work 75 tiles than work 150 tiles by using a dirty trick ?

His rant is about people who don't think that his strategy is that effective, not about those who consider it too cheezy.
 
His rant is about people who don't think that his strategy is that effective, not about those who consider it too cheezy.

ofcourse it's effective . Who mind having 15 city without making your worker go on strike ? :but if i were him i'd just open WB and add a gold mine each city, pretty similar effect and dont have to chop these poor tree. Preserve forest own late game don't u know :lol:
 
Y'know, you've said that many times. And I've never challenged it, but if you're going to newspeak the language away, I think it's time someone asked you to back that reduction up.

Semantic arguments usually are, outside of getting past communication issues based on interpretive differences (or just plain ego-slinging.)

But with that noted, if it's so "irrelevant," why bother objecting when someone uses the term? Why make such dismissive remarks as "only low-level players call it that," or make borderline flames about 'arbitrary lines'?

If it doesn't matter, then it doesn't matter either way.

Well, you saw me objecting much more strongly when someone claimed it was CHEATING than calling it exploit. I really don't mind the nomenclature, if someone wants to label ever tactic an exploit I don't see a problem...a little weird but it's not like it changes anything. However, singling out overflow IS problematic since it IS a part of the game. My point with arguing semantics with exploit as a term is that it makes discussion a little more confusing. What we're looking for is whether the trick is functionally different from other tactics in-game, not whether it actually provides the player an advantage, and using the word exploit isn't appropriate for that - we're even better off with "cheap" or "unfair".

As for backing up that it's ridiculous, I actually did already. In this thread. Look at the definition of exploit:

–noun
a striking or notable deed; feat; spirited or heroic act: the exploits of Alexander the Great. (probably not what we're looking for).

-verb
1. to utilize, esp. for profit; turn to practical account: to exploit a business opportunity.
2. to use selfishly for one's own ends: employers who exploit their workers.
3. to advance or further through exploitation; promote: He exploited his new movie through a series of guest appearances. (pick any of these you want, but none of them single out overflow...!)

The above from dictionary.com. The uses we're seeing in this thread are a kind of gaming slang, but used very inconsistently.

Now, look at OP's context:

I think as you have to use valuable forests and population to get the overflow and since it is also part of the game mechanics I think it isn't.

First line of OP. I don't think he's arguing whether the player is using resources to his own gain. But, a lot of tactics do that. What we're arguing then is whether overflow is a fair/appropriate aspect of gameplay. What nobody has managed to do on this thread so far is give us a CONCRETE reason that it isn't fair/appropriate. Most arguments against it are that it was unintended (pretty presumptuous assumption) or that it feels wrong...fine, but you can say the same thing about siege. There's a reason people can't do it, though.
 
If I may add...

I would not debate about this overflow stuff being an exploit or not. As I asked before, this means we should first agree on a definition of what exactly is an exploit, thing that it seems we cannot do.

Now, about the fact that it was probably unintended, I agree with it and see good reasons to think that way: overflow (or hammers from buildings you cannot build - same idea) turning to gold was introduced following the appearance of overflow, the latter reducing micro-management, to prevent some production exploits (sorry, cannot find any better word); I cannot see any better reason to the introduction of gold-overflow, I hope you will agree on this.
Anyway. This gold is supposed at first to be a compensation for lost wonders. Now, one can exploit the mechanisms of the game and sacrifice hammers to get gold. Fine. If problem there is here, it is with tree chopping I would say. But now, consider this: when you are producing an item at 3x speed (let's say, a wall with stone being protective) and this item creates overflow, the overflow is added to the next item after being reduced to 1x. However, if there is still hammers remaining, they are turned into gold at a rate of 3x. There is some inconsistency here I would say.

Now, I think this should be turned off. You could argue that lots of others exploitative stuffs in CIV should be turned off in CIV then (siege anyone?); but the thing is that in the present case, there is a really easy fix: just get back gold to 1x when you make the conversion to gold, like Dresden did in his patch. It will not remove the feature completely, but at least make it consistent with what's already done. Now, why wasn't it done before if that was wrong and so easy to fix? Do not ask me, I do not know.

On a more personal note, there is still the fact that I consider this wrong; this is deeply personal of course, but one cannot deny that there is something strange (fishy?) in this mechanism.
 
Seriously people.

We're talking about magically creating 400+:gold: within five or so turns, before Writing, not to mention Currency, where upkeep is usually sth ~7gpt :crazyeye:

You can do this every time you want as long as you have forests (which can often regrow if chopped early), without fail. Low on money? Well, let's fix it! 6 turns later we're back in business...And you think that it's not a dirty trick? (if "exploit" term requires thoroughed definition, let's use a better term) I mean, it's like finding five tribal huts and pop them all for gold every time.

I don't know, to me it's like buying gold in MMORPG and argue that "I work, it's my money, I'm investing into my entertainment, leave me alone" :lol:

It exchanges hammers to gold at a 1 to 2 rate. The same is accomplished by failing a wonder build fed with hammers that were amplified by a +100% bonus resource. I don't see why this trick would be classifiable as gamebreaking when failing wonders is not.

As for the protective walls; throw Charlie and Toku a bone here. Protective can use a little boost every once in a while.
Because thing like that you have to plan them. Find a wonder you can build, connect +100% resource, spend some time building/chopping it without any real effect than slow you down, and then sit and wait until it's built somewhere. Who knows when?

With chopwhip for gold you can easily tie everything up within sth like 6 turns. Boom and it's done, you have large amount of gold as soon as you want, no ifs.

I'm with mi6agent on this one.
 
Are we still on this? :lol:

Logics about forrests magically turning into gold and such aside, I feel like a lot of arguments are geared towards the question if the game mechanics were meant to be used this way. So in the game there are in fact two mechanics: those that are meant to be used and those that are not meant to be used. Apparently the logic of the ones opposed to gaining gold this way revolves around the question what game mechanics are meant to be used and which ones are not.

This logics really have me wondering why on earth I would want to question any of the game mechanics. SO I can get gold from overflow. Should I wonder then if this was meant to be used like this? What would the criteria for this be? Are the only valid game mechanics those that are explained in the tutorial then?

What makes this game so hard on deity is that you need to know the game mechanics intimately. You cannot get away with playing the game in a naïve way, and you really need to squeeze every penny there. This game mechanic is put there by the designers. It is not some trick of getting more gold by exploiting loops in the diplomacy or something. It was designed to work in such ways as to be possible to get gold this way.

Now the only question is if you want to use this mechanic. I for one find it irrelevant if the designers of this game meant the mechanic to be used in this way. You can use it, so using it makes it valid. Any creative way of making most out of the game is a valid one in my book. The only mechanics that we are not supposed to use are the ones that are buggy. If we can find a loophole allowing us to beg for 1.000.000 gold then sure, that would be an exploit. Using a mechanic that is in the game is not. It is irrelevant to me what the designers of this game intended for this mechanic.

To quote Crusher1:

"It's not rocket scientist!"
 
i just think alot of people are getting their kicks if you will arguing. i dont think anyone actually believes this new whip and chop technique doesnt provide people with a good advantage. after all since i have been using it i have almost doubled my rate of expansion and my research has been better too which has given me the wow factor! pretty much everyone in this thread so far already knows how strong it is but the main thing seems to be is it illegal to use. there has already been some patches but it hasnt been changed so i cant think of any reason not to use such a wow! strategy.
 
Back
Top Bottom