Anything is potentially exploity, but there is a difference between gameplay and exploits, where you as a player use an advantage consistently that AI can´t or won´t do, which creates an unbalanced or unintended purpose... Like Ming being trapped, where you gave military access to all countries so he could go near you with his amry, then just before or in the middle you revoke access, trapping his armies and making his lands easy pickings... I think that even you can agree that this isn´t intentionally how it´s supposed to be played and serves no purpose but to give you an advantage that´s close to cheating... And perhaps that´s just what exploits really are, related to cheats if that´s make´s it easier...
Here's the problem with your paragraph: You are able to identify a tactic you believe to be an exploit (military access, ironically implemented this way to prevent exploits). However, it doesn't match your statement. For example, the player can routinely use estates to secure (and consistently run) discounted advisors. The AI does not do this consistently, it rarely does it at all. Therefore, according to your criteria using estates to run less expensive advisors is an exploit, something "unbalanced" because the AI can't do it.
As a hint, military access abuse can trivialize the importance of a resource in the context of that war, whereas estate advisors can't trivialize a resource and using them carries risk. But if you don't think in these terms, you can't come up with consistent reasoning, and that doesn't change whether it's you, me, or the developers.
No, those are game concepts
"Basically, you either win only by using this or you are at the receiving end of it..." --> You didn't list that as a criteria, previously. That's why I'm asking for consistency. Blocking armies crossing straits was a game concept too, and it provided a hell of a lot less utility on a far less consistent basis, yet you're still seeing people cry exploit over using it.
Defending in terrain is a military tactic (that I don´t agree should happen like that when you control the sieged fort), and really has little relevance... You can´t really win the war by sitting on the mountain and defending
I don't know about you, but if I want the AI to engage me in the mountains, I can still make the AI engage me in the mountains. You're missing the obvious point though. Defending in the mountains 100% fits criteria that one might use to claim strait blocking exploitative.
Actually think natives are kinda OP, well at least Nahautl and Inca, haven´t tried NA in a while
This is laughingstock levels bad. If you westernize as soon as you possibly can with a lot of starts, you will not catch up tech/ideas as a *player* until 1700, and that's if you hire 3/3/3 advisors the instant you finish westernizing. That's "OP"? No, that's the kind of pathetic that Garwhal with its generic ideas can surpass with above average play.
When close to cheating...
No. I asked for actual criteria. The fact that nobody seems to be able to do it, including but certainly not limited to developers, speaks volumes. It's the loudest message in this thread.
If people really believed what they say about these tactics, if they were really, truly honest...they could cough up that criteria. Failing to do so...yet still asserting things are exploits or not while demonstrably showing one lacks any conception of consistent criteria to even define the term for themselves...is overt bias.
Well it´s easy to sit in the corner and reject all proposals
You're usually much better than this. This is a fallacy. I'm not "rejecting all proposals". FFS, I'm asking that you actually MAKE a proposal in the first place, that doesn't self-contradict.
It´s like asking, what colour is the sky... You can´t answer that definitively... Nor can you answer, what is darkness...
No. You can define a precise level of light that constitutes "darkness" that is non-zero in advance. So long as you have that define, you can then *consistently* evaluate whether a given amount of light is sufficient or insufficient to reach that definition. Someone else might define it differently, but no matter what they pick or you pick, you can still measure if it's at that threshold.
But what you, many other posters, and the development team is doing is changing the definition of "darkness" each time they measure the amount of light. That's the contrast between what I am asking, and what you are saying.
The problem is you assume that everything has a pre-defined purpose. You assume when the developers made the first version of EU4 they had a clear view of what the game should be. They didn't
Johan claimed his vision for the game didn't chance since EU 2 or something

.
But I'm not asking for that, I'm asking for the answer to "what makes us evaluate a change as required or good for the game". Sometimes, such as when a bug causes crashes that prevent players from playing it, it's pretty obvious. Being able to play the game is an easy criteria to set.
But it's not always so easy. The developers are human beings. Even if your goal changes, there should be some current picture of the goal, some criteria you can *measure* to determine if an action takes you towards that goal or away from it.
I agree that the current state of EU4 isn't particularly coherent. Many design decisions are weird. Forts are wonky. Idea groups are unbalanced. However, what's an exploit and what's not should be defined whimsically, by the developers.
No. That's how you get military access =/= military access. What *should* be done is that as the vision/game changes, you update the criteria. That prevents people from "filling in the bottom line" before going through the steps to see what the actual bottom line is.
forcing us to stick to a single definition is more stupid than letting the developers dictate.
What is stupid, is not defining the term at all and lying to yourself and others that it's happening. If the developers *actually* defined the term, ever, then they'd have the answer to this question:
"Under what conditions would you evaluate a tactic to be exploitative?"
As you say, the criteria for that can look different between patch 1.3 and patch 1.14. But if you don't have the criteria, if you can't answer that question, then the assertion that anything along the lines of a "definition of exploit" going on is a lie.
I generally agree with whatever TheMeInTeam says. However, he seems to have a particular hate for the word "exploit".
There is no difference between whimsically calling tactic x "exploit" and whimsically calling tactic x "stooge cheese", except that one carries the implication of something that didn't actually happen.