Strategy is making a series of choices designed to confer advantage. The line between strategy and exploit is fuzzy, but these seem to be the generally accepted criteria:
- Anything that clearly gets around intended design constraints is an exploit. You aren't supposed to be able to choose what your puppets build. If you are doing so, you are exploiting the game.
In that case we should only stick to design constraints as explicitly set out in the manual. Selling your cities for 2k$ gold, or slingshotting to a tech, does not constitute exploits because "what designers intended" is entirely subject to opinion. In fact, looking at some other posts, it's clear some people thought some strategies were "against designer's intent" while they clearly aren't. I'm pretty sure some of the behavior aren't by intent - but that's for the designers to clarify, not forums.
Since the designer's wishes aren't spelled out clearly, only bugs according to the manual would qualify as exploits. If they patch a behavior out that will mark intent, in the mean time, everybody can play armchair designer.
- Stacking the deck is exploitative. If you're playing a peaceful game against pacifistic AIs that you selected, that's an exploit.
This is really a question of standards rather than "exploits". Clearly playing on chieftain isn't "exploitative". It's just a standard of difficulty. If people want to compare e-penis, they let them just compare similar standards, aka same size map & speed & difficulty & game options. I don't see this as relevant to exploits. Marathon is easier than Standard, but that's not the definition of "an exploit". Selecting pacific AIs (not that it's going to do you much on Deity) is just a different standard.
- Any action that compels the AI to make a move a competent human obviously would not make is an exploit. The degree of exploitation is reduced by the difficulty the devs would have in fixing the problem. Getting the AI to trade away half of its empire for peace is exploitative, because a simple revaluation of items would resolve the problem. Ditto selling worthless cities for cash, taking out a loan right before a DOW, and the like. But the combat AI is naturally going to be bad, and we're supposed to be better at fighting wars than the AI, so taking advantage of this is much less exploitative.
That's a lopsided argument, especially for Deity when it's your cheese vs the AI's bonus cheese. Who's to say Deity level wasn't balanced taking all the wacky cheesy behavior into account? The AI won't always be flush with cash to give away for nothing in exchange, and getting a free 50gp for open borders isn't a game ender. On Deity giving a "worthless" city to an AI that will instantly get massive production bonuses on it is kind of a big deal, so it shouldn't be sold for just 500gp.
If the AI is dumb then exploiting that weakness isn't an exploit. It's supposed to be a test of wits and mettle, playing to the best of your ability vs a computer to the best of its programmed ability.
In short, the argument on exploits is that you should not be doing anything other than beating Civ the way the devs mean you to - by being a more efficient empire manager and warmonger than the AI.
Again, no one knows what the devs "mean you to". Without having the designers on the forum, there's no basis for an official definition here.
I'm playing on Deity pangea game with standard settings and using the Greeks. I'm using every AI exploit I can think of - overpowered companion units, trading for cities, luxuries, borders, trading before DoW. And it's still a massive massive uphill struggle.
And it's the most fun game I've had. Because the game is finally challenging and I could lose that game, yet I still have a chance. I can't find that sweet spot on any lower difficulty, even without "cheesing" - the lower diffs are so easy and predictable its mindnumbing. Of course without the cheesing on Deity there'd be no way to win. Is it not what the developers intended if I'm actually having fun for a change?
