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Senethro
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From both sides, as a user and fighting against it, do you consider ICS to be a problem?
Its micromanagement heavy and sometimes makes me quit the game by 2250 having gained 1 turn techs and a former army that could probably wipe out hallf the other factions through self-destruct. The fiddling with specialists and supply crawlers don't do much for me either.
However, it also seems to be unstoppable and because I always try to play my hardest I can't not use ICS. My only non-ICS games now are a few PBEMs began months ago. ICS makes research, LOTS of money and lots of population through satellite use. Its also very easy to defend because of zone of control.
However, if we didn't have ICS then everyone would just be a pop-boomer. The game might have less variety.
Do you consider ICS to be a problem that should be removed or fixed, and if so what would you do to improve the game?
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Senethro
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FYI, by ICS I mean 1x1 spacing. I would probably call 2x2 something like specialist-heavy pop-booming.
quote: Originally posted by binTravkin
Firstly - ICS is not unstoppable.
If the opponent drops a couple of fusion PBs, your ICS is in ruin. |
Planet busters generally have that effect anyway, so unless you're hitting cities with secret projects I don't see it as a problem relative to building paradigms. The efficiency-immune aspect of ICS means it just grows like a cancer. The crawler wall means you might never get the shot you want, blowing out 9 bases.
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Secondly - some factions find booming much more efficent, the most obvious examples being Pirates, Cult and Sparta.
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Sadly, the Pirates, Cult and Sparta are somewhat underpowered factions. The pirates can't even boom right :P
Why in your opinion is Sparta better as a pop-booming faction? I've recently had a pretty funky ICS conqueror with Sparta.
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Thirdly - as Maniac already said, ICS is just one of many.
Actually ICS is not even a defined strategy if only in it purest form - ICS1x1.
If you put your bases 2x2 tiles away and then popboom working farms/condensers or even forests with TF + HF, you can consider it both ICS and booming.
So you can't define ICS as "true" or "false", you can only define "level" of ICS you're using with zero level being just founding first CPs you have and then trying to boost them up.
and negative level being OCC 
Fourthly - there's no way you can eliminate the true prototype of ICS - "the mathematical approach".
Face it - each (at least strategy) game has its superbly calculated "mathematical approach" and if you try to eliminate it you can take away just so much of gameplay quality.
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I suppose I'd feel happier about it if ICS didn't bypass or abuse certain Civ game concepts; inefficiency, worker resource gathering and bonuses applied per base.
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Besides I know 2 players whom I found "the best players I've ever met". And none of them uses ICS 1x1 or even 2x2 - they just go "practical base placement".
they are Buster and Shawnmcc |
Let me guess, but are they both conquerors or perhaps they adopt an aggressive hybrid stance? War is war and conflict is actually a pretty good way to balance out any game.
A new question then on top of the rest: since the relative builder/conqueror strengths are dependant upon map size, is there an optimum map size at which SMAX is most balanced?
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Ka Plewy
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quote: Originally posted by binTravkin
Shawnmcc is a miracle builder... |
Define miracle builder. I'm interested, since I've replaced him in a PBEM game.
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Maniac
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Gent, Belgium
Jul 1999 time: 06:20
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quote: Originally posted by binTravkin
Pirates are good for popboom if you max out their energy output.
However it's not likely to be early. |
That's the problem with the Pirates. They need lots and lots of technologies to reach their full potential. Fun for a single player game where you gradually gain more abilities, but in multiplayer the lost turn advantage is disastrous I'd assume.
quote: Great map is the standard mapsize of CGN tournament games.
Great map "stands on a border" for some things - bdrone limits and techcosts.
It is big itself but still has reasonable tech costs and b-drone limits are close to huge map (I suppose due to rounding). |
I don't see why that's better than other map sizes though. It just favours certain game strategies and factions over others.
Regarding a bigger b-drone limit, this means the ability of some factions (eg Spartans, PKs, Drones, Hive) to control more drones easier than other factions becomes less useful.
A bigger b-drone limit would also make it easier to popboom with Golden Age. I guess this could favour factions like the Hive, CyCon, Morganites and Pirates, though in general every faction running FM and able to produce lots of psych.
And of course, the bigger the map, the harder for early warmongers to get to any possible target, and the later contact will be established. Again bad for early naval factions such as Sparta or the Pirates.
In general I'd say it favours builders over conquerors, while I believe in most PBEMs conquerors are already put at a disadvantage due to large map sizes, boosted starting positions and extra starting units. 
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Senethro
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Ok, this is becoming badly derailed. The balancing of Sparta and to a lesser extent Pirates and other hybrid styles against pure builder over large map through use of pod popping is an entirely separate issue (one I would like to address, but not today.)
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Your remark demonstrates that even you yourself are not so sure ICS is unstoppable..
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BTW, my definition of unstoppable is winning 66% of the time, all other factors equal. Winning 60% of the time I would consider to be pragmatical maximum imbalance permittable. (i.e, in the ideal world the difference between the Drone and the Cult.)
I was actually thinking of the situation with regards to my scientific training. I actually did wonder how it would be possible to control for likely maps generated by the worldbuilder, results of pod-popping, how many opponents should my shawnmccs face: 1 or 6, meta-game considerations like diplomacy, lack of one player performance feedback route (if I force my shawnmccs to play one style, what if they decide that the other style would be more suited for this situation? This would result in shawnmcc playing less than his best), do I instruct the use of popular factions or all factions, are my players well hydrated etc.
The answer is you can't account for all those variables. If you did so by making a flat unchanging map then ICS is obviously going to win because its the mathematical approach.
Non-ICS spacing works because in that situation, it is the mathematical approach. It achieves more than the comparable ICS because of nut/min/ec bonuses, whatever.
Question rephrased: Is ICS, that is, 1x1 spacing 50% condensers, 25% boreholes, 25% bases an acceptable/desirable/permissable mathematical approach?
And you still haven't given me a straight answer 
Does anyone think it a good idea that Specialist gathered econ/labs (not psych) should be subjected to inefficiency calculations?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:20
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quote: Originally posted by Senethro
and a former army that could probably wipe out hallf the other factions through self-destruct. |
Formers cause no damage to anyone by self destruct
The formula is weapon multiplied by reactor value divided by two equals the number of hitpoints damage an adjacent unit will take.
So formers and crawlers are useless for this unless you have found a way to mount weapons on them.
Armour is irrelevant on both the destructing units and its victims. Units inside bases are immune to the self destruct effects
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Senethro
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Thank you for that correction. So noted.
(Does anyone think that self-destruct is to powerful in certain circumstances?)
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:20
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Builders do better on small or standard maps, NOT LARGE OR HUGE...the reason for this is because the builder will have to expand little before settling into builder mode...hybrids and momentums will kill on large maps because they expand so quickly, they don't have to build to be economically and industrially powerful...
As far as I am concerned, ICSing is a sin...it is not at all unstoppable, but rather, the only way to defeat it is not by being a builder, but either militaristic or by being anarchist...
I ICSed one time while playing hot seat...my friend, who at the time typically lost on citizen level defeated my ICS pattern with just a few PBs and probe teams...even with a puny economy, a foe can still triumph over ICS...
True, it was my first time ICSing, but I remember having orbital spaceflight before 2200, and I didn't even beeline to it...actually, I think I built the cloning vats before then as well, but not too sure on that...
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Ka Plewy
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quote: Originally posted by Senethro
[...] The balancing of Sparta [...] |
I like using childrens creches when the AI plays Sparta. I haven't play tested extensively, though.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:20
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quote: Originally posted by Senethro
Thank you for that correction. So noted.
(Does anyone think that self-destruct is to powerful in certain circumstances?) |
YES
Once people have the 10 weapon and fusion reactors, all fission units are dead with a single destruct and you powerful stack of fusion reactor units die to two self destructs
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Senethro
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quote: Originally posted by Commy
Builders do better on small or standard maps, NOT LARGE OR HUGE...the reason for this is because the builder will have to expand little before settling into builder mode...hybrids and momentums will kill on large maps because they expand so quickly, they don't have to build to be economically and industrially powerful...
As far as I am concerned, ICSing is a sin...it is not at all unstoppable, but rather, the only way to defeat it is not by being a builder, but either militaristic or by being anarchist...
I ICSed one time while playing hot seat...my friend, who at the time typically lost on citizen level defeated my ICS pattern with just a few PBs and probe teams...even with a puny economy, a foe can still triumph over ICS...
True, it was my first time ICSing, but I remember having orbital spaceflight before 2200, and I didn't even beeline to it...actually, I think I built the cloning vats before then as well, but not too sure on that... |
People, please, seriously now, VALID examples only. WHile a lot of stuff here is going to be anecdotal, your first time ICSing is NOT a good example of anything to do with ICS.
And what is your definition of a builder? Are you meaning someone who stays small and expands vertically? I would define an ICS builder as someone who just borgs across the entire map if you'll let them.
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paramir
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If the AI ICSed then it woulden't be a problem, but now it is
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binTravkin
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Lord of Progress of the Council of Lords of Gaia
Jan 2004 time: 07:20
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quote: Ok, this is becoming badly derailed. The balancing of Sparta and to a lesser extent Pirates and other hybrid styles against pure builder over large map through use of pod popping is an entirely separate issue (one I would like to address, but not today.) |
Firstly, you can't throw some arguments out of the window like this just because you don't want to talk about them (whatever is the reason of this unwillingness).
When pretending some strategy is superior to all others you can't just ignore some aspects of game.
A momentum faction like Sparta which goes for D:Flex early and grabs as much land and sea pods as it can can easily become very powerful.
Yes, it's vertical growth. Who does not want his 200 mineral 0-3t-2 crawler finished in a single instabuild?
It's just so easy to build Secret Projects with those.
In an ongoing game (CGN 25) playing Gaians I had 2 explorers - mind worms (only 2!!!) and they got 2 instabuilds for me and 2 AAs till 2129. I was able to finish PTS in 2130 and am looking forward to grab PTS and HGP in a couple of turns.
The importance of pod popping just can't be ignored when talking which tactic is the most powerful.
It's just the newbiestic builder style. They don't pop pods much, just build LOTS of CPs, formers and crawlers and never go out of their borders because of FM.
I say go try it! You will be amazed how much and how early you can gain power by pod popping.
And ICS early is very vulnerable because usually you don't even have garrisons (except if Hive) for the sake of faster buildup. I hope you don't deny this.
The example I mentioned - ACDG3 is a good one.
In this game players are not just some newbies which try ICS their first time.
ICS was exactly what Morgan was doing. Not ICS1x1 of course because early you can't found base on each rocky and fungus square, you just don't have the former speed for it, but it was gooing to be such.
Morgan had PTS, PEG and HGP.
Sparta had CN and MCC.
Guess who won?
Sparta!
And Sparta is winning badly!
Not just some occasional luck or a sligh difference between turnplayer skills.
It is a good example ICS can be beaten and also a good example big maps are not in favour of builders.
And talking about your mentioned 50% condensers 25% boreholes 25% bases.
Yes, okay, you can do it, but the question is not whether you can, but when you can do it.
In one game (CGN 21) where Im Hive I have huge empire and around 150 formers plus Weather Paradigm.
It's past 2190 and I have terraformed 1/3rd of the "50% condensors 25% boreholes" grid.
In a normal mutliplayer game you can't be so quick to do it.
By the time you have half of that a nearby momentum faction has:
1. built all the military SPs it could.
2. built some infra (for popbooming)
3. popboomed for some 10 yrs
4. built an airborne force to attack you and destroy your neat terraforming.
My conclusion:
ICS is powerful.
But no strategy is universal.
ICS favours only some of the factions and ICS is not likely to succeed upon certain circumstances like abundant fungus and/or too much rocks.
Factions which I consider suited for a success in ICS:
1.Hive
Ultimate ICS faction - Patrol, Former, CP infinite loop. (add crawlers after IA)
2.Drones
One less drone helps with b-drones and +3 INDUSTRY is just sweet.
3.Morgan.
That 8+ energy per base you can get is worth trying to rush more and more bases.
4.Uni
Only with a prerequsition of VW. If you manage to get PTS as well, you're gold ICSer. Playing with equal opponents will rarely end up you having them both.
Some other factions like Angels amd Believers could do well too, but they're "inbetween" successfull ICS or rare-base popbooming.
CyCon usually gets no chance but to ICS (probably some looser variation like 1x2 or 2x2) due to -1 growth.
Cult and Sparta are definitely better for popbooming.
Pirates are out of competition. Their base placement should be ultimate search for a bonus-rich areas.
I've ended up my faction scattered all over the world sometimes this way.
And I don't understand persons saying Pirates should go to land early.
What's the benefit from it?
Pirates have -1 Growth and -1Effic and no land bonuses, thus they'd be way weaker on land than any other land faction.
The ultimate mistake I made in one PBEM (CGN22) which I lost was ICS with PKs.
They lose 2 of their best bonuses when ICSing - talent per 4 citizens and increased pop limit.
Talents get eliminateed by b-drones and you rarely get pop up to 7+ early enough.
I'd say PKs are ultimate popbooming faction - the more pop they have the more votes, talents and they can have much pop in a single base.
Did I forgot someone?
I don't consider aliens worth playing for a human, they're just so boring.
And AI does ICS, yes.
Actually you don't even need to set priority to explore, just put it into Jungle.
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Mead
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quote: Originally posted by binTravkin
***
The example I mentioned - ACDG3 is a good one.
In this game players are not just some newbies which try ICS their first time.
ICS was exactly what Morgan was doing. Not ICS1x1 of course because early you can't found base on each rocky and fungus square, you just don't have the former speed for it, but it was gooing to be such.
Morgan had PTS, PEG and HGP.
Sparta had CN and MCC.
Guess who won?
Sparta!
And Sparta is winning badly!
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The game is not over yet.
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Not just some occasional luck or a sligh difference between turnplayer skills.
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There were at least two instances that I am personally aware of where luck or skill played a significant role is Sparta's game.
Postmortems of the game can be fully done after the game is over, but I feel that the ability to make ships early on greatly enhanced Sparta's position. The ships enabled early exploration, diplomacy, infiltration, and tech steals. The ships and rovers allowed early invasions.
Although bigger maps give builders more distance from the militaristic factions, Sparta can get ahead by getting out to explore.
Mead
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