June 27, 2002, 20:21
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#1
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Settler
Local Time: 00:22
Local Date: November 1, 2010
Join Date: Apr 2002
Location: São Paulo Brazil
Posts: 26
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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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June 27, 2002, 20:35
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#2
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Constantly giggling as I type my posts.
Posts: 1,735
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Re: Bug/Xploit Infinite city cize
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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.
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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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I drink to one other, and may that other be he, to drink to another, and may that other be me!
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June 28, 2002, 08:42
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#3
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Prince
Local Time: 21:22
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In a dark and scary hole!
Posts: 728
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But, why would you do this?
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Sorry....nothing to say!
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June 28, 2002, 08:59
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#4
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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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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June 28, 2002, 09:05
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#5
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Prince
Local Time: 23:22
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Philadelphia, PA
Posts: 978
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Well, if you really want a high score. Ugh, what a waste of time, IMO.
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June 28, 2002, 09:27
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#6
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Deity
Local Time: 23:22
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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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.
-Arrian
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June 28, 2002, 09:28
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#7
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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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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June 28, 2002, 09:33
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#8
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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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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June 28, 2002, 10:06
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#9
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Prince
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Dec 1969
Location: London, Ontario, Canada
Posts: 657
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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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June 28, 2002, 10:07
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#10
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Emperor
Local Time: 21:22
Local Date: October 31, 2010
Join Date: Nov 2001
Location: orangesoda
Posts: 8,643
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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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"tout comprendre, c'est tout pardonner"
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June 28, 2002, 10:53
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#11
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Deity
Local Time: 23:22
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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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."
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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June 28, 2002, 10:57
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#12
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Emperor
Local Time: 21:22
Local Date: October 31, 2010
Join Date: Nov 2001
Location: orangesoda
Posts: 8,643
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It's not important to fix, just to understand (and disallow) for competitions based on score.
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"tout comprendre, c'est tout pardonner"
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June 28, 2002, 20:26
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#13
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Constantly giggling as I type my posts.
Posts: 1,735
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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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I drink to one other, and may that other be he, to drink to another, and may that other be me!
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June 28, 2002, 20:36
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#14
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Prince
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Feb 2002
Posts: 915
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Sounds like such contrived artificial trickery is merely making a mockery of an already flawed game.
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June 28, 2002, 21:34
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#15
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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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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June 28, 2002, 21:37
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#16
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Charlottesville VA
Posts: 1,184
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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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June 28, 2002, 21:49
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#17
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Constantly giggling as I type my posts.
Posts: 1,735
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Quote:
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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.
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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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I drink to one other, and may that other be he, to drink to another, and may that other be me!
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June 28, 2002, 22:42
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#18
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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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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June 29, 2002, 03:43
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#19
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Queen
Local Time: 04:22
Local Date: November 1, 2010
Join Date: Aug 2000
Location: The Netherlands, Embassy of the Iroquois Confederacy
Posts: 1,578
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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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June 29, 2002, 14:36
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#20
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Warlord
Local Time: 05:22
Local Date: November 1, 2010
Join Date: Jun 2002
Posts: 186
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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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June 29, 2002, 21:09
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#21
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Constantly giggling as I type my posts.
Posts: 1,735
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Quote:
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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.
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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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I drink to one other, and may that other be he, to drink to another, and may that other be me!
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June 29, 2002, 22:14
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#22
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Deity
Local Time: 21:22
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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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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June 30, 2002, 14:59
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#23
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Constantly giggling as I type my posts.
Posts: 1,735
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Quote:
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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.
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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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I drink to one other, and may that other be he, to drink to another, and may that other be me!
Last edited by Thrawn05; June 30, 2002 at 15:07.
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June 30, 2002, 19:13
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#24
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King
Local Time: 16:22
Local Date: October 31, 2010
Join Date: Dec 2000
Location: of Hamilton, New-Zealand.
Posts: 1,160
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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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June 30, 2002, 20:53
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#25
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King
Local Time: 04:22
Local Date: November 1, 2010
Join Date: Sep 2000
Posts: 1,131
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Quote:
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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.
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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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June 30, 2002, 21:11
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#26
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King
Local Time: 22:22
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Constantly giggling as I type my posts.
Posts: 1,735
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Quote:
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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.
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Only if you play turtle style, and wait for a histograph win.
__________________
I drink to one other, and may that other be he, to drink to another, and may that other be me!
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July 1, 2002, 07:40
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#27
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Emperor
Local Time: 05:22
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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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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