Thunderbrd
C2C War Dog
2) Disbanding a military unit within your own city gives you a sizeable chunk of cash. More important however, if you have Size Matters on, and you split the unit into 9 smaller units, each of these smaller units sell for the same amount of cash as the original unit. Thus building military units, splitting them and disbanding all of them gives an extreme amount of money.
Exploit number (1) allows the player to catch up very fast in tech, which largely negates the research advantage the AI gets on Nightmare.
Exploit number (2) allows IdioticUlt1mara to spam cities in Nightmare mode and get a massive negative upkeep cost (still negative after setting 100% cash + all cities building wealth) but he is able to keep financially afloat by building 2-3 units every turn, split them and sell them, with 100% research and no cities building wealth.
Exploit number (2) should be game breaking in multiplayer too.
On the first exploit, I really don't mess with trade screen stuff. Someone will need to address that. I'm ok with not allowing trades for units again.I agree with @Noriad2 that the "Splitting up and disbanding units" exploit is kind of game breaking tbh for example after researching sedentary lifestyle you can split any standard unit at least 2 time - 6 for the price of 1 - and sell/delete all 6 for the same price you could sell the original unit, I was making stone axeman and selling them and making 1000 gold each time. As for the worker exploit - a standard Mule Worker is valued at around 3000 beakers so you can trade 6-8 mule workers for 1 late sedentary lifestyle tech or 1 early classical tech
On the second, looks like i'll have to cut off the ability to get gold for disbanding, going back to the original rule on that, at least if you're playing SM. I've always thought we had set things up for this problem to eventually manifest somehow. Not sure where the formula is for how much gold you get.