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MOO1 Exploit List

There's been quite a lot of discussion about various tactics as exploits the last few SG's. And naturally, there are different opinions on what counts as an exploit, and what doesn't, especially as the number of people playing has grown. I think it might be a good idea to lay down a list of tactics that some people consider exploitative, and decide which ones we're going to do without.

My suggestion is to start a list, and split the 'exploits' into two categories. First, are the tactics that are never allowed. These would be akin to the RoP rape in Civ 3; so devastatingly powerful as to break the game. The second would be a list of tactics that we might enable for certain extreme adventures to avoid premature loss, but would otherwise take off the table because they are very strong, or the AI can't handle them properly. Every game would have which of these are valid and which are not as part of the scenario information.

This will be the "repository" post. I'll list off the tactics I've seen come up so far, in no particular order, and try to be as objective as possible in describing them. I'll update this post as others suggest further additions. Things listed here are NOT on any list yet; they are proposals for discussion. Hopefully, we'll have a civilized debate, and come up with something that everybody can live with. The goal of this is to eliminate confusion and misconceptions, so everybody is playing by the same rules.

dathon


Tactics Under Exploit Consideration

*Spectator Wars: Asking one race to declare war on another with no intention of joining in the fighting. Such wars are usually started with the sole purpose being to sour relations for council votes or to weaken a strong opponent. This action has been called exploitative in the past because the AI will often declare war for nothing when asked, even against current allies.

*Retreating Ships: Whenever the AI retreats from a planet, the fleet is always re-directed to its closest owned planet. The player, however, has the option to re-direct the fleet anywhere on the map, including staying in the system. This can give a huge advantage to missile/bomber ships, allowing them to wittle down fleets and bases with very little loss that they would not otherwise be able to defeat.

*Yo-yo exploit: I'm using the phrase coined by Blake smile The AI is hard coded to try and avoid any missile on the tactical screen it can outrun, even if the damage taken from a hit would be minimal. This allows the player to "pin" enemy ships in the back rows of the tactical grid by firing slow missiles at ships as they approach, wait for them to retreat out of range, and repeat as they close again. In the mean time, the fleet is taking damage from planetary missile bases, since those rounds do not have a maximum range. This often results in the player being able to defeat a clearly superior attack fleet with an obsolete missile boat stack and a few missile bases.

*Threatening to Attack: The player has the option to threaten the AI with attack. This has the effect of causing any fleets currently inbound to player worlds to instantly retreat, and sometimes results in the gift of an obsolete tech. This tactic is usually used when the AI has a fleet inbound to a world that the player cannot adequately defend. Some feel that this tactic is exploitive as the AI often backs down from such threats, even if they have a clear power and/or military advantage. Also can be used to brow-beat a cowardly AI with repeated use for multiple techs without much penalty.

*Using the 'Wait' Button: Some people feel that the use of the wait button in and of itself falls into the exploit category because the AI does not have this capability. This allows, among other things, for fast bombers to out-run slow missiles, "training" the AI to attack decoy ships, etc.

*Baiting AI fleets with worthless ships: The AI will try to attack any ship it feels it can beat on the tactical sceen, even if that will result in significant damage/desctruction of the attacking fleet with respect to the value of the target. Probably the best example is using unarmed scout ships over planets with missile bases to destroy enemy ships.

*Bribing: The AI in Moo can be pursuaded to do just about anything with enough bribes of BC or outdated tech. Can be considered an exploit if used to excess.

*Tech Trading: The AI will place irrationally high values on some techs that it cannot use, or are out-dated. The best example is the Silicoids, who will trade dearly for Soil and Advanced Soil Enrichment, but can never use it. Similarly, everybody else will trade high for Soil even if they already have Advanced Soil.
"A fanatic is one who can't change his mind and won't change the subject."
"It is not the fall that kills you. it's the sudden stop at the end." -- D. Adams
"Don't you hate it when your boogers freeze?" -- Calvin
"Very funny, Scotty, now beam back my clothes!!"
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Good idea! The missile boat exploit (listed here under the "yo-yo" moniker) is one that I find so odious that I never use it in my own personal games. It's simply a bug in the AI programming, becacuse clearly the AI should NOT be retreating from missiles that pose no threat whatsoever; I'd rank it right up there with Civ3's Right of Passage Rape. Others may disagree.

I'll freely admit that I use the Retreating Ships issue all the time, but would conform to the group if it reaches a consensus there. The one and only time that I make use of Spectator Wars is when I am clearly going to lose the next council vote without getting the AIs to fight one another. I only use it in situations of dire need; unfortunately, it's virtually impossible to write any kind of a rule regarding that... I don't have much experience at all with threatening the AI, it seems as likely to backfire as succeed from my limited testing.

You may also want to add the use of the "Wait" command to this list. I use the "Wait" command all the time, but I know some view it as an exploit. smile
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Here are my personal opinions on the exploits listed as of 4/18/2007 at 14:40:

Spectator Wars: I think spectator wars should only be used as a last ditch effort to avoid an imminent council defeat. The AI is very trigger happy, and will usually declare war on just about anyone you ask it to, often for no cost. This makes it too easy for the player to cheese his way to an early diplo win. My vote would be to disallow spectator wars, except in emergency council loss situations.

Retreating Ships: This tactic basically allows the player to win fights that he shouldn't. You can use a few missile boats to hit a planet and/or fleet, and retreat before taking any hits. Rinse and repeat a few times, and you've eliminated a fleet and/or bases with no losses to your own few missile boats. A great suggestion that Zed (I think) came up with awhile ago is that ships with "ammunition arms" (missiles, bombs, spores, etc) must retreat to a friendly base after retreating if they've used those arms in the last battle. I like this idea, and believe it should be a permanent rule on the exploit list.

Yo-yo tactic: OSG15b had a classic example of how strong this tactic can be, something the team commented on. Here's a link to that (starting at post #67):
[url="http://forums.civfanatics.com/showthread.php?t=212292&page=4"]
http://forums.civfanatics.com/showthread...292&page=4[/url]

I like Olorin's suggestion in that thread. Firing missiles at ships that you are intending to attack with missile boats to make them back up is ok. It takes a round of fire away from you, and you're putting your fleet in harm's way. Using antiquated missiles to let you bases pound on incoming fleets? Not ok. That confers an immense and unfair advantage on the player, allowing him to keep a planet he rightly should have lost. This should be put on the permanent exploit list.

Threats: Ok, this one is murky for me. I hate losing a planet as much as the next gamer. However, the AI is often too cowardly, and backs down much more often than it should, even tossing tech the player's way as an apology. Relations only sour a level, and trade usually brings that back up immediately. There is the threat of a hot war declaration, but that usually doesn't happen unless relations are poor. Still, in cramped situations, I'll admit I've used it to secure worlds next to clearly superior AI as a way of digging out of the hole. So I'm not sure where I stand on this. I'm not sure a good, simple rule can be written to allow situational use either.

dathon
"A fanatic is one who can't change his mind and won't change the subject."
"It is not the fall that kills you. it's the sudden stop at the end." -- D. Adams
"Don't you hate it when your boogers freeze?" -- Calvin
"Very funny, Scotty, now beam back my clothes!!"
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I've never heard (or don't remember tongue) the Wait command exploit. Can you (or anybody) provide a description so I can add it to the thread? What is the specific issue with it, and why is it considered exploitive?

dathon
"A fanatic is one who can't change his mind and won't change the subject."
"It is not the fall that kills you. it's the sudden stop at the end." -- D. Adams
"Don't you hate it when your boogers freeze?" -- Calvin
"Very funny, Scotty, now beam back my clothes!!"
Reply

Simply using the wait button is the supposed exploit. The AI never gets the option to wait with any of its ships. The main advantages of this are forcing enemy missiles to use up their movement so you can zip past them unharmed, and potentially getting to move and/or shoot twice in a row.

For instance, suppose you have a high-initiative bomber stack with a decent tactical movement speed (3 or better.) In these circumstances you can have a ship approach the planet, wait once to allow existing missiles to move to their limit (especially scatter packs, which are slow) then dodge around the missiles that have already used their movement for the turn to move next to the planet and drop bombs. If your bombload is sufficient to destroy all the bases, the missiles disappear and your bombers escape unscathed.

Alternatively, you can wait for a powerful enemy stack to use up its movement and fire opportunity on a throwaway stack or an anvil stack, then rush in with a high-initiative hammer stack and hit it twice, potentially wiping it out or crippling it before it can respond.

Wait is a bit tricky because, while the AI cannot do it, it was obviously intended to be present and used by the player. Moreover, the wait command is one of the key enablers in the game of in-battle tactics more sophisticated than simply deciding which targets to kill off first; otherwise, pretty much all battles are decided beforehand by what ships each side brings to the table (barring other exploits like yo-yo tactics.) Figuring out what is a legitimate use of the wait button and what is not is not necessarily a simple proposition.

I think the main complaint about wait is it lets you get bombers in to kill a planet unharmed. Mind you, there are other ways to accomplish the same objective, such as having two bomber stacks, and using one as a decoy while the other pounds the bases. In that light, if it's an exploit, I consider it a rather weak one. There's nothing inherent to the game design that suggests dodging missiles, by whatever means, is outside design parameters. In fact, the very existence of the yo-yo tactic is predicated on the AI's (inexpert) attempts to dodge missiles.
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Another possibly exploitative tactic is the use of a bait ship to draw enemy ships in for elimination by your own powerful missile bases, even though the enemy ships can't hurt the missile bases and the bait ship is an insignificant target in comparison to the number of ships the AI stands to lose to missile base fire.

This is borderline because it's not clear just how harmful this is to the AI. On the one hand, any reduction in AI fleet strength means that if you are undergoing active combat operations against the AI, your own fleets fighting over the AI's planets will face less opposition. On the other hand, you are also reducing enemy maintenance costs if you reduce his fleet, and encouraging redesign to a more recent model. To my mind, these factors make the use of bait ships into a relatively value-neutral proposition; however, this is merely a gut-feel and I haven't done any analysis of the subject.
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Wait button added to the list. My personal opinion is pretty close to Zed's. The button is part of the game, does not confer any advantages for bombers that cannot be obtained through other easy means, and I've never seen it used for the "hammer and anvil" tactic Zed outlined, so I'm guessing that use is rare.

dathon
"A fanatic is one who can't change his mind and won't change the subject."
"It is not the fall that kills you. it's the sudden stop at the end." -- D. Adams
"Don't you hate it when your boogers freeze?" -- Calvin
"Very funny, Scotty, now beam back my clothes!!"
Reply

Looks like we cross-posted, heh. Added to the list.

I admit that I use this tactic all the time. Here again, my gut feel matches Zed's. However, I could probably be persuaded by a convincing argument.

dathon
"A fanatic is one who can't change his mind and won't change the subject."
"It is not the fall that kills you. it's the sudden stop at the end." -- D. Adams
"Don't you hate it when your boogers freeze?" -- Calvin
"Very funny, Scotty, now beam back my clothes!!"
Reply

Threats: The biggest problem with threats is when they are used repeatedly. It's quite possible to browbeat races several times before relations drop far enough that they will consider declaring war. This is especially true if you offset relations hits with enemy-of-my-enemy diplomacy.

Part of the problem is that 'threaten to attack' is the only tool one has to attempt to get an AI to back off, but there are several different reasons one might have to want the AI to back off. A request for the AI to stop spying or to respect your claim to a newly colonized planet should ideally not be handled the same way as a demand for tribute, but in the game, they are.

Threats, I think, are allowable, but something which should be used only rarely and with great discretion, in circumstances where having the AI respond to a threat with a war declaration would be a significant problem should it occur. Using threats to repeatedly demand tribute is something I think the designers intended to support, but the implementation is not strong enough for it to be balanced and therefore it should be excluded from play as an exploit. Similarly, when getting a war declaration as a threat result would not pose a significant problem, there is no risk of a bad result; the use of threats under those circumstances is overly powerful. The underlying theme here ought to be 'no risk, no gain.'
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Tech Gifting: Gift an AI race enough tech and you can usually get them to do nearly anything. This isn't so much a problem in and of itself except insofar as you can often get them to do other things that might be considered exploits. Excessive tech gifting is also something that is not often seen, so it's not really a demonstrated problem in and of itself. I'd keep an eye on this but not make any rules just yet.

Tech trading: The AI in MOO is just as subject to tech brokering problems, especially with techs that give specials such as the ever-popular Inertial Stabilizer, as any of the Civ games. This is especially true if you are trying to dig your way out of a large tech hole. The difference is that tech brokering is, for most games, not nearly as mandatory in MOO as it is in Civ, as you get tend to get opportunities to research better versions of similar techs more frequently, especially for techs that are truly required for victory like terraforming and robotic controls. Excessive tech brokering can be exploitative if you don't really need it, but very limited tech trading for a crucial missing tech or two should be acceptable just about anytime. Use your judgement and don't abuse trading too much when you don't absolutetly need to, and it should be ok.
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