![]() There's a similar (and more convoluted)exploit found here that combines the ability to trade per-turn resources for one-time payments and cancelling the trade the next turn without getting involved in a war at all.Oh, and for added irony you could use that money to fund an army that beat said player. And if you start a war very next turn, the game automatically broke the deal and give you all your resources back - which means that in the end you get both the money and your goods. Basically, starting a war cancels all agreements you've made with someone You could - however - trade long term investment (strategic resources) for one-time payment. There is also another glitch/exploit that utilizes trade system.Before the 2011 patches, there were a lot of other ways for players to mess around with numbers in unintended ways. This one isn't entirely a Game-Breaker since it requires some work and might even make a little sense, besides the computer being far too slow to learn what you're doing (if it ever does). Usually, conquering a civ only gives you a small fraction of their gold and the rest is lost (for game balance and other reasons), but this way, it can be extracted from weaker civs. In Civ 5, on the higher difficulties, you can leech the gold boost that computer players get by exploiting them with a good army take over one or two cities, then offer one city back and peace for a whole lot of gold.Sadly, this bug was fixed with the expansion packs. One game advanced from the Ancient World to the modern Industrial Era through the continual brilliance of Moses. It was soon discovered that holding shift and clicking on the abilities of the Great Person did not cause them to be deleted. Also added in this game was the ability to give multiple orders at once to a unit, by holding shift while clicking their abilities. In Civilization IV, getting a Great Person would allow you to expend that unit and put research towards a new technology, initiate a Golden Age, build a unique building, boost your culture, etc.The unit would still be selected and could thus be given movement orders, so as long as the square they would be moving onto on the target map was passable to them (all worlds used land/sea designations in some way), they would glitch onto the new map mid-step. However, if the player controlled a city on the map a unit was on and another on the map they wanted the unit to get to, then they could select the unit they wanted to move, enter the city screen of any city they controlled on the starting map, use the buttons in the city screen to cycle over to a city on the target map, then exit the city screen. Normally, only certain units could move between certain worlds in certain circumstances, which was enforced by unselecting the active unit when the player manually flipped between maps. ![]() In Civilization II: Test of Time, there were game modes with multiple "worlds", which mapped to each other 1-to-1.You could play through an entire turn, save the game, load the save file, and play another turn without letting any other nation get to play. In addition, save games did not keep track of which units had already used their turns, so long as you still had at least one unit who had a move left.You'd have to end a unit's turn when it's loaded into the ship, but other than that you can go VERY far. A ship could carry cargo halfway across the map if you have an ocean railroad in place for it. You could also put this same Settler on a transport and use this bug to build a road and then a railroad in the middle of the ocean.Sure, it's a lot of manual clicking but it allowed you to fully irrigate/mine the area around AND build roads your city in a few turns, which is crucial at early stages when every Settler counts. This trick could be repeated until the task was complete. However, if you canceled its current action and then ordered it to do it again, the engine would interpret it as if the Settler already spent a turn doing it and continue from where it "stopped". ![]() in case of mining a mountain would take up to 9 turns. The original Civilization had the Settlers bug: if you ordered a Settler unit to perform some multi-turn task (like irrigating or mining a square), it'd usually stay inactive until the task is completed, which e.g.In fact, the open-source clone FreeCol reproduced this as an optional rule. ![]() Naturally, most players don't bother installing the patch to fix this bug, as it makes the game a good deal easier towards the end.
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