Liberty bells exploit

Doomed_UK

Warlord
Joined
Nov 25, 2005
Messages
253
As has been mentioned many times it works best not to produce any liberty bells until you have good stockpiles of guns and cannons, then disband all your population and rapidly produce the 50% liberty bells needed, which keeps the ref to a minimum.

This exploit could be fixed by having a interger for the amount of liberty bells needed rather then a calculated number each turn.
This interger could use the same formula to increase the amount of liberty bells needed as population increases, but have it so the value is never reduced, so that disbanding units makes it harder to reach the amount of liberty bells needed.

This would accidentally penalise players who lose units through combat, so possible have a liberty bell boost by the death of a unit in combat before revolution is declared. (this would also hinder the exploit of produce no liberty bells to keep the ref to a minimum as well).

There is one more flaw to this idea, and that is that the amount of liberty bells needed will probable not be equal to a percentage of the population, so the concept of declaring at 50% goes out of the window.
 
Just removing the "disband unit" button would solve all of this
 
You could still move all of your population to one city and then gift that city....
 
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