City Builders are notorious for creating extreme cities, as a means of exploring what's actually possible regardless of what the developers had in mind. So I have no objection, whatsoever, when somebody decides to see how far they can run up their score. There are a LOT of ways to play the game.
But neither do I see any particular need to get all upset because the developers are taking steps to block activities that are likely to trivialize future content, because folks will have tons of resources sloshing around.
Just as a point of reference, on Beta I've maxed out my Tech Tree, all of my Residences, Workshops, and Manufacturing buildings are at max level 15, and I have more than 10,000 units of each type of goods, and every few days I buy more goods from the wholesaler to clear the the level 15 caps from my Main Hall.
I have somewhere around 1000 troops with 473 relics, so I've discovered around 60 sectors, mostly on autocomplete, and I've lost maybe 2 battles in that past two months.
My score is 34437 and I'm ranked 470th. The highest ranked player, in Beta, has TWICE my score.
I still have two expansions that I could use, and the only quests that I decline are the one's that would require me to upgrade a type of building where I'm already maxed out, and don't want any more of that type of building nor do I want to tear down a building just to satisfy a declinable quests.
I'm looking forward to the upcoming Guest Races, and I'll certainly be eager to develop the related structures, but I've never seen any need to chase declinable quests, just to run up my score.
I've actually had a LOT more fun experimenting with minimum score cities. It's interesting to see how far you can get, on one of the regional servers, WITHOUT running up your score. So far my best effort has been a Elven City with an Armory and a Trader, and a score of ONLY 293 points.
The score is trivially calculated as an aggregate of spent culture, working population and each relic times the distance it is from your city. There is nothing fancy or difficult in getting lowscore cities, and nothing magical about racking up a high score one either. It's a pretty bland city-building game that has some overpowered real-money buildings. If you want the top place you buy the fancy population and culture buildings to maximize score for each land square.
Since coins, ressources and supplies does not factor in, you can simply build an absolute minimum score city, and trade your way up through use of the quests and allies... This is the ideal strategy given the current rules. This is the exploit they aim to combat. Infinite ressources at the cost of having at least one dedicated ally.
Personally for me, if this comes to the server I play on, I'm out. I don't want to log in once, click buildings and then log out. The combat system is dumbed down and pretty meaningless, either way you lose some troops. If you autocombat you're losing excessive troops because the AI is stupid, but it's not a huge deal because you would lose some anyway. It's a matter of how many you mind retraining.
It's a sandbox game. There is no endgame "win" achievement, it's all about building the city
you want for
yourself. The horrid combat system, and ridiculous amount of clicking needed to loop (e.g. the 18-20 quests in era 2) to progress faster is more than enough deterrent for most people. Effectively your city is limited by your land, which means your troop retraining and research. Only research can be capped out by this exploit, leaving the combat for higher score on who retrains better, and who posts more money in the game. It's that simple.
I can relate to everyone defending the devs move by saying that they need to fix the exploit to make the game into what they want it to be, but surely they don't want a game full of redundant quests and claim that these are a "guide" for the players who have finished the tech tree? Who the F needs a guide at that point?
Do you really need to forcibly slow down an already very slow paced sandbox game? Can anyone here tell how long it takes to finish the tech tree without using the quest loophole? Months I'm sure!
So yeah, it may be an exploit, but it is of little consequence to anyone who fights for score since they need to do so with real money, and it is certainly of less consequence for the casual player who cares only about his or her own city. If anything it currently serves to let you get that little extra step forward on a day where you log in and want a sense of accomplishment or just a small "win".
What I'd like to see is a focus on more gameplay rather than a misguided removal of an exploit that is in no way gamebreaking. Heck, adding stuff to the game could allow for more quests and much less need for a loop of mostly redundant quests. There is so many ways to make a moderate change to this if they really want to change it, but instead the path chosen seems to be that of extreme measures whereas things like "upgrade 3 residences" with a completely underwhelming reward is passed off as a non-pressing issue because it isn't exploitable
And here I am, wasting my time on debating something as mindnumbing as a facebooktype-game.