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Exploit List - Restricted Tactics for Imperia

This thread is meant to update and make-semi-official the exploit rules discussed by some of our veterans way back in dathon's exploit list. Comments, corrections, and suggestions are always welcome.

[EDIT: Belatedly updated 8/19/13 with the new url for dathon's list and information on kyrub's patch.]

The following exploits should be avoided in playing the Imperia, from most to least damaging (in my opinion) - note that some of us take these rules to greater extremes, e.g. never using the wait button at all for any reason, never mounting bioweapons on ships except for special variants, never requesting Declarations of War against a race's ally (or even of any race to which we're not allied ourselves) even if at war with the target race, never redirecting a retreating fleet from its default retreat orders, etc. - but that these extremes reflect personal preferences and play styles, not absolute exploit rules. The following are the ones that are pretty much universal:

1. Infinitely Recharging Specials: If a ship has Automated Repair System or Advanced Damage Control, it may never "Wait" unless it's undamaged. A ship that has already fired a "Special" weapon (one that goes in the "specials" slot instead of the regular weapons slots) in a given turn may not hit the "Wait" button. NOTE: This rule DOES NOT APPLY when using kyrub's 1.40M patch, as the relevant bug has been FIXED!

2. "The Yo-Yo Trick": Don't fire missiles unless you expect them to hit (i.e. wait until you're close enough that you don't think the AI will dodge them successfully) -- especially when defending one of your planets that has missile bases. If you're not sure if the AI will dodge them or not, don't strain yourself worrying about it. The point is to avoid abusing the AI, not to force everyone to analyze every possible tactical maneuver on the combat screen.

3. "Spectator Wars": Also known as "Let's you and him fight." We may not ask one AI to declare on another race with whom we are not already at war ourselves.

4. Bioweapon Bug: Also known (thanks to Blake) as the Sssspin Department bug. No using bioweapons on the tactical combat screen (Orbital Bombardment is okay) unless you are in a state of declared war with the race whose planet you are attacking, and that race controls at least one other world. Note that this rule may be partially relaxed for certain variants (e.g. Imperium 29, where we were not allowed to acquire normal Weapons technologies beyond lasers and nukes by any means.)


Okay, so those are the big 4 (or 3 with kyrub's patch). The following, looser rules are for tactics that, while also exploitable, are usually not as severe in their impact on the game; though players should avoid leaning on them, and should "break" these rules sparingly if at all, occasional use of the restricted tactics below is not severe enough to turn your Imperium into a shadow game:

5. Retreating and Ammunition: If your entire fleet retreats from a battle over a world where you have no colony, any stack that fired expendable weapons (missiles, bombs, or bioweapons) during the battle must be sent away to another star - not just back to the planet you just attacked. (Ignoring this in a game that's already won just to avoid a little tedium is probably fine; breaking down an alien homeworld's defenses with warp-1 2-rack missile boats that fire volleys and retreat over and over again every turn is going way over the line.)

6. Empty Threats: You may "Threaten to attack" an AI race from the diplomacy screen only if you feel that race could believably regard war with your empire as a legitimate threat. This is obviously a highly subjective rule; the point is, don't abuse the option to bully alien races into giving you all sorts of stuff. It's usually more fun to find ways to beat them in space (or to take back what you lose when you can't) than to just threaten them off anyway, in my experience. (NOTE: This rule really needs to be tightened up and made more specific. Suggestions are welcome; I'll have to think about it.....)

7. Baiting: Any ships which will not actively participate in a battle must retreat at the first opportunity. Anything that's expected to contribute directly to the battle (firing on the enemy with weapons that are expected to have an effect, or at least soaking up damage) can stick around, but leaving a single scout in the back row just long enough for enemy ships to get slaughtered by your invulnerable defenses, and then retreating it when they finally get close, is indeed exploitive and silly.
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[EDIT: Belatedly updated 8/19/13 to reflect the bugfix in kyrub's patch and a corrected description of the bioweapons bug.]

The problems behind the rules:

1. Infinitely Recharging Specials: Special equipment like Warp Dissipators, Ion Stream Projectors, and Automated Repair recharge themselves every time the ship has an opportunity to move in the official release of the game. By using the "Wait" button, you can hit enemy ships an infinite number of times with special weapons, repair any and all damage to your ship, or both. Fortunately, this bug has been FIXED in kyrub's patch 1.40M!

2. "The Yo-Yo Trick": Firing ship-based missiles (especially outdated missiles) at an enemy stack at long range with the intent to make the ships move away from vulnerable targets (such as your planet). Taken to extremes, this trick can render your worlds virtually immune to attack.

3. "Spectator Wars": Also known as "Let's you and him fight." One way to keep the AI in check is to get one of 'em to declare on the other. They are absurdly willing to agree to such a request - in fact, more willing to declare on an ally than to break the alliance without declaring war! The latter is a bug; in general, this is a frowned-upon strategy.

4. Bioweapon Bug: Also known (thanks to Blake) as the Sssspin Department bug. If you destroy a colony with bioweapons (Death Spores, Doom Virus, or Bio Terminator) from a combat screen, though your victim will be unhappy about the population lost, the game does not appear to realize that you're the one responsible for the colony disappearing. Thus, for instance, AIs might not declare immediate war if you spore one of their worlds to death from the combat screen. In fact, if you destroy a race's final colony in this fashion, GNN will report that the race destroyed itself! (e.g. "The Mrrshan empire has been completely destroyed by the Mrrshans.")

5. Retreating and Ammunition: One particularly deadly method of attack is to wear targets down from long range with missile boats, retreat when you run out of missiles, and immediately return to orbit the next turn to repeat the process indefinitely, at no danger to your fleet.

6. Empty Threats: AIs (especially pacifists) give too much too often when threatened (turning around ships, ceasing spy activities, sometimes offering a gift, etc.) for too little risk to the threatening player, especially when the player has no fleet with which to carry out the threatened attack! This exploit is kind of marginal, since at least there is the risk of the AI declaring war in response to your threat, but it can be exploited severely. I'd like to create a better rule for this one, but haven't come up with one yet, so I'm just using a lazy guideline for now.

7. Baiting: The AI will correctly retreat when its fleet has no chance to harm anything you've got in the system. When facing defenses against which it has no chance together with even a single ship it can destroy however, it will often fly blindly into the teeth of missiles and gunships while your lone Scout 1.0 sits in the back, allowing you to destroy a huge number of enemy ships. I'm putting this one last because, frankly, there's very little advantage to using it. If your defenses are totally immune to an AI stack, you're (in most cases) better off letting them retreat and continue to eat maintenance anyway, rather than destroying them and potentially convincing the AI to design a new (and maybe better) fleet. There's some advantage to be gained, but this exploit pales to insignificance next to those at the top of the list.
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5. This seems like a minor point. If we're going for "realism" the ships are supplied from the nearest colony. One year is plenty of time to restock bombs and missiles.

6. I strongly disagree. Threats are the only way to make the AI see sense when it tries one of its sneaky undeclared war attacks. Whether you have strong defenses on the planet it happens to attack is not relevant - you're threatening full scale war, not immediate destruction of a fleet.

Edit:

7. Meh. it's not a big deal, and it creates a problem with determining what it takes to "actively participate". Does a single fighter have to retreat from a large fleet? What about 10 fighters? 50? 100? If you just need to be able to damage the enemy, no matter how little, anyone who wants to bait the AI can do so at will anyway.
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Cold Steel Wrote:5. This seems like a minor point. If we're going for "realism" the ships are supplied from the nearest colony. One year is plenty of time to restock bombs and missiles.
The goal isn't so much realism as game balance, I think. The problem is with whittling down an enemy's defenses every turn with a fleet of missile boats or speedy bombers too small to take on the enemy directly (with any effectiveness at least).

Quote:6. I strongly disagree. Threats are the only way to make the AI see sense when it tries one of its sneaky undeclared war attacks. Whether you have strong defenses on the planet it happens to attack is not relevant - you're threatening full scale war, not immediate destruction of a fleet.
I tend to agree that the presence or absence of a missile base shouldn't really be relevant. I called the exploit "empty threats" because I think the real problem is using threats to extort stuff when the AI should know perfectly well you can't back up the threat with anything. I'm inclined to make the rule something more along the lines of "unless you have a credible attack fleet," but I'd have to define that, and I haven't come up with a good way to do it. Suggestions or alternatives are welcome, of course!

Quote:7. Meh. it's not a big deal, and it creates a problem with determining what it takes to "actively participate". Does a single fighter have to retreat from a large fleet? What about 10 fighters? 50? 100? If you just need to be able to damage the enemy, no matter how little, anyone who wants to bait the AI can do so at will anyway.
"Actively participate" pretty much just means attempting to fire on enemy ships, with weapons that are capable of affecting them. I agree it's trivial to bait with (e.g.) single-laser fighters, and as I mentioned, I don't think this rule is very important in comparison with most of the others anyway. If anyone feels strongly about it one way or the other, I'll try to either tighten up the rule or strike it from the books.
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RefSteel Wrote:I tend to agree that the presence or absence of a missile base shouldn't really be relevant. I called the exploit "empty threats" because I think the real problem is using threats to extort stuff when the AI should know perfectly well you can't back up the threat with anything. I'm inclined to make the rule something more along the lines of "unless you have a credible attack fleet," but I'd have to define that, and I haven't come up with a good way to do it. Suggestions or alternatives are welcome, of course!
Just because you don't have a huge fleet doesn't mean you can't back up a threat. It can be a matter of only a few years to build a ship or ships that can hurt an AI player. Even with no fleet at all you can hurl ground invasions at vulnerable planets.
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How many of these exploits are fixed with kyrub's patch, and is it allowed in the Imperia?
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Cold Steel Wrote:Just because you don't have a huge fleet doesn't mean you can't back up a threat. It can be a matter of only a few years to build a ship or ships that can hurt an AI player. Even with no fleet at all you can hurl ground invasions at vulnerable planets.
This is one of the reasons it's so hard to word the rule properly; should it count if you have a credible potential fleet? For that matter, as the Bulrathi, "population at a fertile border world" can easily be imagined to count as a credible assault fleet.

The truth is, the main problem with threats is that they yield too much, especially if used regularly. The context in which they're used isn't really as important as the frequency. In light of this, I think I'll change the rule to a guideline - sort of like the watch-list Zed suggested in dathon's original thread.

Catwalk Wrote:How many of these exploits are fixed with kyrub's patch, and is it allowed in the Imperia?
Hmmm. kyrub's patch is still a work in progress; I'm not sure how many of these the current ("larval," I believe) version fixes, though I do know it introduces a couple of new bugs too. (Number overflow sometimes creates "ghost fleets".) As such, it's not currently usable for the Imperia, though one player did report a shadow game of Imperium 27 with the "embryonic" patch installed (a previous version; I'm not sure if there's a clean one available anywhere), for comparison and testing purposes. You're welcome to do the same (with the "larval" in spite of the bugs or the "embryonic" if kyrub has a clean one around - the "embryonic" version he originally posted used a third-party installer that he says turned out to have a trojan; I'm not sure of the details or if he's replaced it with a version that lacks the trojan) if you wish.

And: Welcome back, Catwalk! I was reading your SG reports (with Maniac's and d0om's and dathon's and everyone's) before I ever posted here!
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Thank you kindly smile One exploit that I find broken myself is to repel enemy colony ships and scouts with scouts. I don't place scout ships in orbit around planets, ships may only orbit planets if they carry at least one weapon. This makes for a very interesting early game in small and medium galaxies.
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Catwalk Wrote:Thank you kindly smile One exploit that I find broken myself is to repel enemy colony ships and scouts with scouts. I don't place scout ships in orbit around planets, ships may only orbit planets if they carry at least one weapon. This makes for a very interesting early game in small and medium galaxies.

I've always felt that was more of a way to balance out the beginning of the game, when the AI gets ridiculous bonuses in colony ships and production. It's not like it takes them very long to get armed ships out there at the highest levels. While I agree that on less than hard this could be cheap, I doubt I would ever be able to win on impossible (not that I do very often already) if I didn't use this to my advantage.
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Catwalk Wrote:Thank you kindly smile One exploit that I find broken myself is to repel enemy colony ships and scouts with scouts. I don't place scout ships in orbit around planets, ships may only orbit planets if they carry at least one weapon. This makes for a very interesting early game in small and medium galaxies.
Heh. Believe it or not, I thought of you (and those old SGs) when I was designing the "Never Mind Maneuvers" game (Imperium 24). In that one (among other things) we had to immediately retreat unarmed ships from every battle ... and, being the Mrrshans, who always have initiative early on unless their opponent is mounting a battle scanner, this meant we were the ones whose scouts were repelled in those scout-on-scout "battles!"

In general though, I think scout repulsion falls into the realm of individual playstyle rather than an exploit per se. I can see the reasoning, but (especially given the speed at which AIs start arming their vessels on the higher difficulties, as DWiggles points out) I don't think the blockades are a severe enough problem to be taken off the table entirely. For instance: I like having a sensor net of scouts out to inform me of incoming alien ships and therefore of where as-yet-unmet alien races might be, and until I can build small armed scouts, unless I'm playing as Mrrshans or Alkari-without-Mrrshans-present, the AI always winning initiative ties means I don't have the option to just retreat

That said, if you want to sponsor an Imperium in which unarmed ships are never allowed to remain in orbit over neutral worlds, perhaps in addition to other variants, I'd be delighted to include it! (The best way to let me know is by e-mail, via the link on my profile page.) Also, I think it would be neat to see some of the "house rules" by which some of our veterans choose to restrict themselves, even when they're not on an official exploit list. If others are interested as well, I'll post mine below.
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