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Old June 27, 2002, 20:21   #1
Odd
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Bug/Xploit Infinite city cize
Ok, I don´t know if someone already reported that, but there´s a way of having huge cities without food. The point is, that if a city has 90 pop. points and only 4 food, it will drop to 89. All you have to do is to send a worker join the city. I´ve made some testings and build 6 size cities who could produce 1 worker/turn, so with the help of a 6 city you can found a supercity on a place full of mountains, and forget about food. I tested it on the last patch and it worked well. Just a little boring though.
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Old June 27, 2002, 20:35   #2
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Re: Bug/Xploit Infinite city cize
Quote:
Originally posted by Odd
Ok, I don´t know if someone already reported that, but there´s a way of having huge cities without food. The point is, that if a city has 90 pop. points and only 4 food, it will drop to 89. All you have to do is to send a worker join the city. I´ve made some testings and build 6 size cities who could produce 1 worker/turn, so with the help of a 6 city you can found a supercity on a place full of mountains, and forget about food. I tested it on the last patch and it worked well. Just a little boring though.
I think I've seen this already. Towards the end game, when Workers and excess settlers are of no use. Some peopl have put then all in one city. I think I've seen a city size of over a 100 with this methed. I don't do it. I rather keep my workers, just in case.
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Old June 28, 2002, 08:42   #3
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But, why would you do this?
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Old June 28, 2002, 08:59   #4
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Why, for a higher score, of course. Besides, these "workers", can be used to artificially inflate your treasury or research. I say artificially because it is possible to get cities up to populations that your entire empire can't feed if it had to.
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Old June 28, 2002, 09:05   #5
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Well, if you really want a high score. Ugh, what a waste of time, IMO.
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Old June 28, 2002, 09:27   #6
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Score is averaged over the course of the game. Boosting a city to size 100 just before the end would have almost no effect on your score.

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Old June 28, 2002, 09:28   #7
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Well, there are competitions for score currently and MP is coming. Exploits are being posted so that Firaxis is aware of them and will hopefully fix them.
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Old June 28, 2002, 09:33   #8
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You don't have to do this on just the last few turns, in fact, the sooner the better. I saw a posting where someone (with waaaaay too much time on his hands) had a city with thousands of population in the early modern age. That will raise your score significantly. I believe he said his final score was 60K+ points.
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Old June 28, 2002, 10:06   #9
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It also should be mentioned that often your workers are of different nationalities, so these artificially grown cities will be subject to "culture flipping".
Aside- I thought you could not add workers to cities to grow beyond their 6 (aquaduct) or 12 (hospital) limits?
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Old June 28, 2002, 10:07   #10
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This can be taken to extremes, and can have a very big impact on score. Check out Bamspeedy's thread over on CivFanatics.
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Old June 28, 2002, 10:53   #11
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Holy mother of Civ! That's insane!

Ok, sure, it's an exploit... but seriously, who in their right mind would do that (other than to simply show it can be done, as Bamspeedy did)? I think this falls under the category of "fix it if you have time, but don't let it get in the way of important things."

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Old June 28, 2002, 10:57   #12
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It's not important to fix, just to understand (and disallow) for competitions based on score.
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Old June 28, 2002, 20:26   #13
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There is bound to be someone who will exploit this in PTW MP games. So I suggest if firaxis doesn't find a fix for this, constantly spy on your neighbor.
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Old June 28, 2002, 20:36   #14
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Sounds like such contrived artificial trickery is merely making a mockery of an already flawed game.
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Old June 28, 2002, 21:34   #15
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I have to agree with Thrawn on this. Someone will try to exploit this in MP if it isn't closed off by then.
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Old June 28, 2002, 21:37   #16
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Hmm I thought you could only add workers to cities below a certain size. I guess maybe that rule should be brought back. Maybe you shouldnt be able to add more than what can be supported.
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Old June 28, 2002, 21:49   #17
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Quote:
Originally posted by Pythagoras
Hmm I thought you could only add workers to cities below a certain size. I guess maybe that rule should be brought back. Maybe you shouldnt be able to add more than what can be supported.
That seems like the best, quickest, easiest, solution that Firaxis can do. The question is, were to cap it?

I'd say a 100. Just to rule out those who like to plant a city with nothing but floodplains around, and to keep them happy.
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Old June 28, 2002, 22:42   #18
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I think the most an ultimate city can support is 61. The odds of getting this city are real close to zero.
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Old June 29, 2002, 03:43   #19
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Well, my suggestion would be not to allow workers or settlers to join a city if it runs at a food deficit. This is more logical than an arbitrary cap.
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Old June 29, 2002, 14:36   #20
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is it not to a certain limit a reflection of the real world
people come to a city then they go away or die
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Old June 29, 2002, 21:09   #21
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Quote:
Originally posted by Ribannah
Well, my suggestion would be not to allow workers or settlers to join a city if it runs at a food deficit. This is more logical than an arbitrary cap.
That's okay, but I have to recall a couple of games were this would hurt. A few times, a city is food deficit because the population can't support it, not enought food being produced. Once in a while, adding a settler to increased the population, giving access to additional food tiles, and making the pop stable.

Granted, this doesn't happened very often, but it's a saver.
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Old June 29, 2002, 22:14   #22
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Thrawn,

If the city can be configured to support itself, then do so before joining. If it can't, then no joining. Or am I missing something?

I think Ribannah's suggestion is the best 'error trap' mentioned.
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Old June 30, 2002, 14:59   #23
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Quote:
Originally posted by notyoueither
Thrawn,

If the city can be configured to support itself, then do so before joining. If it can't, then no joining. Or am I missing something?

I think Ribannah's suggestion is the best 'error trap' mentioned.
If a city is already configure to accept all food and no shields, but you see there are a couple of tiles that can produce some more food. Then I would put a settler or worker in to make it stable. Not often you see this, but I've had it happened.
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Old June 30, 2002, 19:13   #24
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What about the times when a cities food surplus is zero, and you still have plenty of food around.
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Old June 30, 2002, 20:53   #25
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Quote:
Originally posted by Thrawn05
There is bound to be someone who will exploit this in PTW MP games. So I suggest if firaxis doesn't find a fix for this, constantly spy on your neighbor.
Hehe, if someone tries this in MP they will be whipped... a fine waste of population, only useful for score purposes I say, no use in MP.
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Old June 30, 2002, 21:11   #26
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Quote:
Originally posted by DrFell


Hehe, if someone tries this in MP they will be whipped... a fine waste of population, only useful for score purposes I say, no use in MP.
Only if you play turtle style, and wait for a histograph win.
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Old July 1, 2002, 07:40   #27
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hi

it would be a waste to use your workers and settlers , ....

but if they fix this in MP , how will they do it , put a max number on it , so that you can not go behind a certain size , ......

some people are going to make scenario's where its possible to have a city on a 21 tile floodplain that grows wheat , ......

have a nice day
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