 |
|  |
 |
|
Gedrin
|
|
Timothy:
You make some excellent points.
The lower city limits will make ICSing less effective. It is the city sphere thing that I have my doubts about.
With respect to point 1) RE: concentration of effort.
Let me first state that I do not know how that is going to work. Having said that however I infer from what I have read that this is done via specialists. Otherwise the statement that a size 6 city with X workers works the sum of 8 tiles * X/6 would not be correct. Workers would still be placed by the program in this event. I get the impression that it is more generic than that and you simply get a percentage of all the terrain without any picking and choosing taking place.
With respect to point 2) RE: Government thresholds.
Lower thresholds do reduce the potential of ICS by lowering the wall so to speak. However is a player who controls half the map with 50 cities on it ICSing or just doing well. Is a player who controls 1/4 the map with 25 cities ICSing or doing well to any lesser degree? I see ICS as the strategy of rushing to the city limit as fast as possible and foresaking all else. Lower city limits just lower the potential gains by this but they do not invalidate the strategy.
Let me elaborate by example. We have a player who rushes the the city limit of say 10 and another who plods to it on identical terrain with identical city placement. Once there they both stay at 10 until both have the same total pop.
Do we have distilled out the effects of terrain, city placement and capital distance in this little thought experiment.
My assertion is that the player who rushes to the city limit will have worked more total tile turns than a player who plods to the city limit by the time they are equal in population. In addition since the 'rusher' has more smaller cities for longer than the 'ploder', the 'rusher' if far more able to exclude poor terrain tiles within the sample terrain even though the cities are in the exact same location. This assumes of course that cities are logically placed within good terrain and away from poor terrain. Thus the 'rusher' can make better use of his workers within this time since poor tiles do not begin to get worked until later.
Also consider that when comparing city pops it is more appropriate to consider the number of tile turns it took to produce the food to get that pop.
Size 1 cities work 2 tiles per turn effectively and require X food to grow... whatever X is.
Size 2 cities work 3 tiles per turn effectively and require 2X food to grow... whatever X is.
The required food has increased 100% while the effective tiles worked only increased 50%.
Hmmm... but then again, this is the whole crux of ICS so not to relevant to discusions of specific CTPII impacts on it...
Lower city limits are not unique to CTPII. I was focusing on the new provisions in CTPII and their effects on ICS. Also lower city limits has profoundly negative effects on military victory options.
Finally the optimal distance is in fact based on your expected city sizes when the game is over. ICSing causes such a rapid growth that one is usually able to eliminate all opposition long before you get to max city sizes so distances of 10 between cities does not apply to an ICSer... unless of course the benifits are not enough to criple everyone else by then.
Anyway I must go now... til the 'morrow.
Gedrin
|
|
|  |
 |
|
MidKnight Lament
|
 |
Melbourne, Australia
May 1999 time: 15:14
|
|
This was the sort of discussion I was looking for! ICS always felt far too much like cheating to me, (although, I know it's just making the best use of the rules), so I don't have a great understanding of it.
That said, I thought Tim's points were quite poignant. I was also thinking about the Distance from Capital issue, but unfortunately wasn't able to get online yesterday. But then, if someone ICS's early on when it's not punished, and manages to capture some decent-sized enemy cities, then perhaps they can get away with it.
It would be fantastic if we were met with a choice early on as to whether it's in our best interest to ICS. On a large continent where you're not likely to be bothered for a while, it seems we would be best not to push the city limits too early, and instead make sure you have a good base of medium-sized cities. However, if we need early military strength, perhaps we can eliminate our close enemies using ICS and recoup our losses by using their larger cities that we've captured. If we were forced to choose which strategy, it would be great. We just don't want ICS to always be the better option.
Hopefully if everything is balanced properly in CTP2, we can be met with this sort of situation.
Let me know if I'm off-track though. 
------------------
- MKL
"I'm OK. How are you? Thanks for asking, thanks for asking."
Shameless Plug: http://www.poetic-license.org
|
|
|  |
 |
|  |
 |
|
Slax
|
 |
London, Ontario, Canada
Jan 1970 time: 00:14
|
|
Ata - Dave White said:
"you will collect one-sixth of the total available resources from those 8 tiles around the city"
"total available". Although, I'm not sure that my interpretation is correct, it could mean what I said above, but you don't understand what I mean. Commerce can't become Food or vice-versa. Its like a pile of apples, bananas and oranges. If you are concentrating on Growth, the workers take mostly Food first (the apples), until it runs out, or you reach some fraction as determined by sliders, or something. Then the others are taken, also according to some fraction. The total number of resources (fruit) they can take depends on the number of workers.
But I digress. Back to eliminating ICS!
|
|
|  |
 |
|
Pintello
|
 |
Deltona, Florida
Jan 1970 time: 05:14
|
|
Hi All,
I have just looked at the CTP2 Asset Pack that you can get from the CTP2 Website. One of the images the Asset Pack contained was a City Management Screen. Picture ctp2_9.jpg to be specific.
In that screen they had the following specialist: Entertainers, Farmers, Laborer, Merchants, and Scientist. I guess these coincide to the different resources that can be aquired from you city radius. To the right of the specialist, they had a list of what looked like areas to concentrate on. Those areas were Production, Growth, Offense, Defense, Science, Gold, and Wonders.
I don't know if this has anything to do with anything, but it is where I got my idea about how cities can be set to specialize in certain areas. In this case the Mayor function was on, so I guess you can tell the mayor to specialize in one of the listed areas for that city and he will optimize it in every way possible to acheive that goal.
I think spcializing a city in, say the area of Growth, for the first part of a game would do a lot to eliminate the competative advantages of the ICSers out there. With all this specialization possible, I think ICSing just becomes one of several different strategies you can follow in the early game to be sucessful in CTP2.
Timothy Pintello
|
|
|  |
 |
|
hexagonian
|
 |
Gnawing on your mind...
Jun 1999 time: 23:14
|
|
Agreed - The limitations on empire size do slow down military conquest and actually allow the human player more time to build up military - one thing that the human player does not need, given the fact that the AI has not been capable of putting a concerted effort into launching military strikes against the human. (It basically allows the human to put a stack of 9 in the field as opposed to a stack of 5, because he is forced to wait a few turns)
Gedrin - As you said, ICS will always be a problem because what it boils down to, is a player gets two workers for the cost of one (and some production outlay). Unless the programmers eliminate the bonus worker, this will always be an issue. The idea of making the settler cost 2 workers from a city is a viable solution. But that means that a city has to be pop. size 3 before it can build a new settler unit.
If you impose an additional happiness penalty (entire civ) using total population divided by the number of cities (where if you fell below a certain number, your happiness would fall) that might slow down ICS somewhat.
Example...
penalty kicks in at (1.5) or below
5 cities at pop. 2 each = 10 total pop. / 5 = (2) -> no happiness penalty enacted
10 cities at pop. 1 each = 10 total pop. / 10 = (1) -> happiness penalty enacted
This additional unhappiness factor would affect a civ with a lot of small cities (classic ICS setup) but wouldn't affect a civ with a healthy mix of cities.
You may have to start this formula when your empire hits 3-5 cities, to allow for initial growth.
This becomes an issue at the beginning of the game, when happiness is more easily thrown out of whack. Then you have to adjust one of your global settings to a less than optimal setting, in order to use ICS.
There already is a penalty in CTP for cities that are too big - but this penalty mainly affects large cities only, - it will drag down your average civ happiness, but at a slower rate.
I do not know if this is viable - (it definitely needs to be finetuned, as I am just giving a general concept).
It does seem that as long as there is that bonus worker, there will be ICS. You may have no choice but to deal with the symptoms instead of the root of the problem.
The other solutions provided (Bureacratic Tax, for example) are really the same principle. A penalty on ICS...
[This message has been edited by hexagonian (edited September 29, 2000).]
|
|
|  |
 |
|
Slax
|
 |
London, Ontario, Canada
Jan 1970 time: 00:14
|
|
I like this idea because it gives the player a sense of importance to city growth milestones, ie "Yeah, we can build a university!"
Certain military units should require city improvements, like you said.
Don't forget, though, that if your population decreases, these improvements must shut down until population increases again.
I don't ICS, so I don't know what pop requirement levels would be good, but to keep things simple, I would suggest only two. And it would be good if they corresponded to city radius growth, so perhaps 6 and 12? Most improvements would be possible at size 6 (seems a little high). Some are available at 1.
It could also be tied to Wonders, for example, only a large population could build the Pyramids, Great Wall, or Space Flight.
[This message has been edited by Slax (edited October 01, 2000).]
|
|
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|