Civilization VI
Because district costs depend on tech and civic state, players can pre-place districts early to lock in cheap prices and finish them much later. It is one of Civ VI's best-known economy exploits.
Harvesting and chopping can create massive production spikes that accelerate wonders, settlers, or districts beyond ordinary city growth pacing.
Aggressive early scouting can secure enough huts, envoys, and era momentum to create runaway starts that feel disproportionately strong compared with normal opening variance.
Players repeatedly exploit poor AI valuation in diplomatic deals to obtain resources, gold, or great works at favorable rates. It is a longstanding Civilization pattern.
Unit positioning around rivers, hills, and control zones can create movement sequences that the defender cannot efficiently punish, especially in tactical warfare.