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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:34
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quote: Originally posted by Master Zen
I'll have to check but IIRC we used the Manhattan Project as a prebuild for the UN, we only switched to the UN the 3 turns before it was supposed to be built since the MP has less shields (800 vs 1000). Then when ND beat us to it, we switched back.
I'm not sure if this triggered the bug, to be honest I still don't quite understand what it is. What I can assure you is that the turn build never changed, i.e. it took 12 turns more or less to build the UN in Killdaria from the start. Also whatever changes to the build in that city were done by right-clicking on the map. |
All I can say is: try it. Get into mob, set a city to tank, and count your shields. If you feel you get the bonus (don't look at the shields icons in the city view, as these are updated like they should, but the total isn't), switch to e.g. Manhatten. You should have less spt in that city, but the spt remains the same. As such, you get a bonus for the wonder where you're not allowed one.
You can play around with this in city view, which is weird: in a situation where you are receiving the bonus due to the bug, your icons in the little map are updated correctly. You can then make entertainers from the workers, each time deminishing your spt. If you remove all workers, you still have e.g. 25 spt left. You can actually build things at 25 spt, while all your workers are turned into entertainers.
Similar, if you don't receive the bonus but should (e.g. the governor suggested a worker, but you changed it to a tank) the display in the little map is correct, but the calculation isn't. If you now turn workers into entertainers, it will e.g. distract 5 spt from your total each time, even if a size 12 city only has 40 spt left. The result is that if you change everyone to entertainers, you're running -20 spt, with only the city square still producing.
If you're not aware of this bug, it's practically certain you have gained from it, but it's also practically certain you've lost due to it. Some of your cities should have been on e.g. 60 spt, while they only got 45 spt.
DeepO
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Master Zen
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of naughty
Jan 2003 time: 23:34
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Well I think there are two types of exploits: those that are game un-balancing, and those which aren't.
I think there is little disagreement that exploits like using fake wars to go on/off mobilization, GL hoarding with warriors, or using an ally to trigger your GA have the potential to decisively unbalance the game towards one team's favor.
Other exploits require a certain skill and by themselves are not unbalancing, these would be transport chaining, the F1 trick, using fake wars to cancel deals, etc. These are very subjective. Personally, for example, I think the F1 trick is abhorrent, but others apparently don't think the same.
I think there's little debate the former deserve to be banned. As for the latter, there should be a discussion to try and reach a concensus on what is acceptable and what isn't. Still, the point is moot by now. Only one major DG is yet to start (the C3C ISDG round 2). In Civ4 we'll likely find a plethora of new exploits to ban/permit. 
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