Two Big Exploits to ban in future games

Originally posted by Bamspeedy
You could also use the top cities screen to find out some of your opponents.

I think the top cities is fine even if it is a bit unrealistic to learn of a city two continents away at 4000 BC. The other one though, of using the rename should be disallowed. It would only be a minor help, but it can immediately let you know who is close (culturally linked starting positions) and what starting techs there are.

Still, this is a small one in comparison to the others.
 
To Cracker

I have the same problem with different saves etc, just create more folders and drag them into there, so your main folder is not cluttered up. Seperate them in GOTM,HOF,PERSONAL ETC & JUNK.
It really doesnt take much time at all
 
For the Specialist city exploit, did we reach a consensus on the resolution (eg. Spinner in the editor on starvation or max size etc).

I think that the most elegent resolution is that starvation remains at 1 per turn (to prevent seige starvation), but you can only add workers to a city if there is sufficient excess food. Ie- can't even artificially raise max pop by one.
 
Ummm, when (if i win) I send my save game back, how many auto-saves do you want? Ill go check the rules right now but Im like 3/4 of the way thru the game and I dont have any mid-game saves so far...
 
What settler flood tactic? :confused:
Originally posted by ShredZ
Ummm, when (if i win) I send my save game back, how many auto-saves do you want? Ill go check the rules right now but Im like 3/4 of the way thru the game and I dont have any mid-game saves so far...
You don't have to give another savegame besides of the last turn, but some might appreciate it if you give a savegame of around 1 AD or so. :)
 
The settler flood is a advanced tactic where you build cities 2 tiles from each other and make very many cities very close toghether.
then you switch to chariot.and then a massive upgrade and then you have a very powerful force who can conquer anything.
 
Originally posted by Gregski
I discovered another expoit that should not be allowed. Select any city you built and rename it to Moscow. If the game complains that it already exists, you know the Russians are in the game. Similar process to find out about the presence of all other civs at 4000BC. This may not be the most crucial information, but is somewhat useful.

I thought of another one based on your point. Knowing the names and order of cities for each civ and the existing civs (using the Renaming Exploit), we can find out the number of cities each civ has during any turn.
 
What settler flood tactic?

Well, I wrote this in the HoF thread, but I'll post it here to explain what it is:

quote:
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BTW, Bamspeedy... and all of the other high scoring players... How do you get so many cities SO QUICKLY!?!? (like in Bamspeedy's post for the 500 AD game...)
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I'm using a variation of Aeson's settler flood. You can read his article here: http://forums.civfanatics.com/showt...&threadid=20422

JuicycivNewbie also wrote an article explaining some more details and a slightly different variation of it: http://forums.civfanatics.com/showt...&threadid=25817

And in case you didn't see it, you can see a screenshot of the settler flood in action on this page: http://forums.civfanatics.com/showt...=&pagenumber=19
(towards the bottom of that page, my response after God's)

Works best on huge pangea maps. Expansionists, so you get a huge tech lead, and either industrious (fast workers), or Religious (cheap temples). Build cities real close right at the start. It seems like your territory starts off small, but it will quickly expand like crazy. All cities basically just build settlers or workers, build chariots/horseman (for later upgrade to knights) in between the production of settlers when possible. On a huge map, you should have 50-100 chariots built by the time you get chivalry. The hard part is deciding how many workers to build, because the more workers you build the fewer settlers you are building. But if you don't have enough workers laying down roads, that will slow your expansion alot (wandering settlers).

You first of course want to pump out about 20 scouts as soon as you can, to grab all the goody huts.

At the beginning of the game check with your opponents EVERY turn, to sell maps and to check if they have any workers for sale. On the lower levels there is less of a chance of getting workers. In the first 100 turns or so, I only had the chance to buy 2 workers.

At the start basically all you want workers to do is mine grassland (around your productive region only, irrigate everything in your high-corrupt areas) and build roads, roads being the most important. The longer a settler is wandering around, the longer it takes for it/the future city to build another settler. When done properly, you nearly double your territory every 15-20 turns or so. I had 141 cities at 10 A.D. and 331 at 500 A.D.

Normally after you have a big power lead on the AI you can start demanding cities from them and have those cities building you more cities. But in the game I'm playing now I had those cities just build me more workers, to lay roads to help my future expansion. But, the downside to this was that the roads also help the AI expand:o .

Give your neighbor Masonry ASAP, so he can build the Pyramids for you (take him out with swordsmen/horsemen/or knights depending on what you have). You might have a bunch of warriors built before you hooked up your horses, so all those warriors you can upgrade (you only need 1 barracks for this).

Gotm notes: This should work well, since this month it is a large map with few civs. I'm not playing the game so I don't know the landmass, but pangea is best for this, but continents will work. Remember GOTM6, where we started on another continent than the rest and Aeson got domination with this (without warfare!). You would need to build a navy to ferry all your settlers if this is the case. Emperor level will be alot harder to pull this off. Egyptians are industrious so that will help ALOT with laying down roads, but they are not expansionists so you won't get the huge early tech lead from goody huts.

This tactic is best if you can use the scout blocking of iron (NOT ALLOWED IN GOTM), but it will still work. This tactic is basically using ICS, which is unregulated by the rules. ICS is a little more complex than just putting cities two tiles away in every direction, read JuicyCivNewbie's article for details of city placement.
 
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