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Capt Dizle
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ICS? Cause, I ain't spending another dime on another civ type game till they do.
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Capt Dizle
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Well, I didn't say I couldn't or haven't. Micromanagement is generally a thing people dislike. I like meaningful micromanagement. Taking extra time to site my cities so that can reach their full potential and running them efficiently, even elegantly, no I call that meaningful micromanagement. Its also known as game play.
Simply building citites on every available square and then building six thousand units, nah, thats not gaming.
You could design better rules in 10 minutes but these guys are too lazy and too cheap to code it.
Rule:
Found village: can build 3 improvements in center tile
village +1 tile : can build 2 additional improvements
and on to
village +8 adjacent tiles: can build up to 19 improvments
Rule 2:
Can't build improvements on sea, lake or mountian ever, nor swamp, jungle or marsh until drained or desert until irrigated.
Rule 3: No improvements can be built in a tile adjacent to another improved village/city tile.
Rule 4: Roads may not be constructed on adjacent tiles (see exception for intersection) but the bonuses count for the tile and the two adjacent parallel tiles unless improvements are in place in which case no bonus is allowed for the improved tile.
Rule 5: Production bonuses for the center tile of large cities are as follows ~~~~~~~~~~~~~~~~~~ and increase as the city size grows in the following manner ~~~~~~~~~~~~
You can start with rules like that and make a game with plenty of different strategies but none that favor ICS.
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Max Sinister
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You don't have to like ICS, but other than some things in Civ, it's not that unrealistic... would the US be the superpower it is without having settled half of North America? Of course, small states who are strong in science/diplomacy/industry/money can have a relatively big influence, but I guess, in the long run the states with big population are better off.
Of course, they should slow it down - at the moment it's unrealistic how fast states grow and the earth is uncovered.
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Capt Dizle
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You know. I never played CTP 2. I bought CTP and I have it still in shrink wrap. Never opened it because of bad reviews.
I wonder if there is someway to order CTP2 on the net. I am currently homebound and could spare some time.
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Proteus_MST
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CtP2 has this also implemented,
with the number of cities you can have depending on the type of government.
Republic for example gives you 20 cities, Democracy 35 and Ecotopia and Virtual Democracy (the best governments you can research) give you 60 cities.
You can go above this number any time, but the more cities you build above the allowed limit of cities, the unhappier your citizens get.
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Proteus_MST
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quote: Originally posted by TechWins
I like this idea more than what Diplomat describes with RoN's restrictive factor. An increase of corruption throughout the empire might be a nice touch when a Civ exceeds its government city limit. When a 21st, per se, city is initialized in Republic via conquest does that also increase unhappiness in CtP2? Also, how does the AI respond to all of this? |
Of course, it doesn´t matter how you get the cities that exceed the limit, be it that you use our settlers to found them, or gain them through conquest or diplomacy, all that matters is the number of cities within the empire.
How much effect it has I don´t know, I think each city within the empire [maybe above a certain size] one unhappy citizen per city above the limit (I rarely exceed the limit and if I do it it´s just by 1-2 cities [which normally doesn´t have too much effect, as I try to keep my citizens happy, through buildings but also through good working conditions]).
How the AI reacts to this? Well, I have never seen the AI exceed the city limit. But I don´t know if it is programmed to strictly keep its number of cities within the limit or if, within the unmodded game, it just isn´t smart enough to get more cities going 
As I now have started to play mods of CtP2 which have an improved AI, I might encounter the AI going nearer to the limit (or even exceedding it. for example through conquest [although the AI within the CtC-Mod seems to like razing the cities it conquers rather than keeping them])
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shimmin
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Illinois, USA
Sep 1999 time: 05:36
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The ICS works because a size 1 city works 2 squares. You can try to counteract this through additional unhappy people, corruption etc., but these are irritating kludges. Make a city work no more tiles than its population, at least in the early game, and building upwards vs. outwards are brought back into balance.
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shimmin
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Illinois, USA
Sep 1999 time: 05:36
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That's the feature, not the bug. Without infrastructure, most land allows not-particularly-technologically-advanced peoples to live at little better than subsistance level. If it means the only viable starting positions are near grasslands or rivers, then start the civs on grasslands and rivers, and get those workers irrigating!
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shimmin
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Illinois, USA
Sep 1999 time: 05:36
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You didn't read carefully enough. If there are only a few good starting positions, then the map generator should start all civs in those positions. It already does this, in fact; it would just have to be more stringent about what is good.
Still, the entire basis of the ICS is that each city gets one free tile's worth of production. Three size one cities are 50% more productive than one size three city. One tile's worth of free production is too much. If there has to be free production to make the game playable, then it should be small, possibly say one food and one trade per city.
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