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Ralf
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Sweden
Mar 2000 time: 06:14
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quote: Originally posted by rah
Damn, Ralf, chill a bit. |
Oops! Sorry. It looks like im shouting, but I am not. I was just underlining & emphasizing.
quote: Of course it's built on assumptions, the darn game isn't even out yet. And I'm sure some of the things they've showed us will still be changed before the game is released. |
Agree.
quote: That Worker unit everyone is referencing is one that goes out and builds roads and irrigation, not the worker that you place in your city screen. |
Well, this is the same mobile worker I was refering to all along. In order to avoid further confusion one should perhaps differ between mobile workers and allocation-workers.
quote: So please cut me some slack while i express my fears.
AND my OPINION that the -2 pop will not be enough to discourage ICSing. The people that I play with are pretty darn smart and will find any loophole in the programming. And I will too. [...]
I would like to know what I said that caused your outburst, I don't believe I insulted anybody. I was just stating opinions.
If I did insult you, I apologize. |
No, you didnt insult me. But, its fun then ones replies gets commented, whether its mostly "thumbs up" or "thumbs down". I apologize too, by the way.
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polypheus
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United Nations of Earth
Jun 2001 time: 21:14
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I think that one easy way for ICS to be defeated is to program barbarians to attack low-culture, low population villages. This is realistic since the barbarians would see this villages as vulnerable and easy targets for raids.
Thus if one used ICS strategy, one would quickly discover their villages being overrun by barbarians.
OTOH, if a more balanced strategy is used in which cities need to be developed more so they are of some size and have some culture, then barbarians will not attack as ferociously and there is greater chance of survival.
This will encourage more balanced expansion and development and should seriously tone down ICS as it becomes very risky because of tempting ferocious barbarian attacks.
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MORON
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Vancouver, Canada
Jun 2001 time: 13:14
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Questions.
1. Why make small cities grow faster?
2. Why not just make big cities worth more.
Oh the 0 culture boarder thing for new cities I heard was to prevent land grabs.
And why does a backward civ with no tech and 2 tiny cities have to be powerful as a bigger rival? BAB may not be too great but its just logical.
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polypheus
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United Nations of Earth
Jun 2001 time: 21:14
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quote: Originally posted by MORON
Questions.
1. Why make small cities grow faster?
2. Why not just make big cities worth more.
Oh the 0 culture boarder thing for new cities I heard was to prevent land grabs.
And why does a backward civ with no tech and 2 tiny cities have to be powerful as a bigger rival? BAB may not be too great but its just logical. |
If bigger is always better than how is it that China and India did not dominate the world but medium nations like Spain and England could have empires spanning the whole globe?
The answer is that in real life, nations don't progress linearly and keep on improving but suffer setbacks. (i.e. rise and fall of civilizations). They suffer from technological stagnation/regression, internal disunity and discontent, corruption, administrative inefficiencies, civil wars, rebellions/uprisings, temporary divisions, barbarian attacks, disease outbreaks, etc.
But since in Civ2, progression is linear and evolutionary, then ultimately the key is to expand, expand and expand like crazy in the beginning of the game despite the fact that it is unrealistic, destroys gameplay, and ahistorical.
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Ralf
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Sweden
Mar 2000 time: 06:14
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quote: Originally posted by MORON
Oh the 0 culture boarder thing for new cities I heard was to prevent land grabs. |
Yes - that also. No more SMAC-style instant border-boxing.
In Civ-3 it becomes rather disadvantageous to found a city directly outside established enemy-borders - especially if that newbie city is alone, far away from the motherland. Before a new city have established its own borders, the more mature & established enemy-borders may have expanded - swallowing your tiny newbie-city up. You face a big risk that your newbie-city convert itself to its big empire-neighbor.
quote: And why does a backward civ with no tech and 2 tiny cities have to be powerful as a bigger rival? BAB may not be too great but its just logical. |
No, this is a misunderstanding. Also you give us an unlikely and obviously extreme example.
In order to achieve the full extent of the BAB-benefit, your smaller-then-10 cities empire must in return consist of very well-developed cities. Since your not invest so much in pop-detracting settlers, your cities will grow much faster. Also; you will have much more time to furnish your cities well, with all kinds of trade-, science-, food, happiness & culture-boosting city-improvements.
The only added new BAB-feature here, that helps pushing small (but well-developed) empires to be a more viable and much more competitive alternative - is the gradually lower small-empire city-happiness penalty. You still have to build some counteracting happiness-improvements, of course. But small empires with few cities (lets say around 5-10), let your cities grow faster and more freely, without so many city-riots breathing down your neck.
On the other hand: such empire-size happiness-benefit doesnt have to turn into a penalty, effecting bigger and bigger empires, with even harder and harder happiness-penalties (like it does in CTP-2). The happiness-penalty may very well stay flat beyond a certain number of cities. In fact, I would much more prefer increasing economical restraints (due increasingly cost-heavy administration, unit-upkeep & corruption) in order to place some late game ICS-city rubberband-limits.
Last edited by Ralf on 23-06-2001 at 19:34
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Ralf
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Sweden
Mar 2000 time: 06:14
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quote: Originally posted by TechWins
When Firaxis was trying to fix the idea that bigger is always better, I hope they also still made it possible to have bigger is always better still have the ability to hold true. Except this time it would be bigger is sometimes better. Meaning that they can't take away the wanting to have a big nation because of the severe disadvantages of having a big nation to just counter part the fact that bigger is always better in Civ2. |
Yes - the idea is that both the huge empire approach and the small empire approach should (roughly) be equally attractrive & viable alternatives. Although not in the same areas.
A really huge communistic or nationalistic (but still well-managed) empire should give you an undeniable advantage in some areas (perhaps mass-production capacity, strong combat-morale and very effective uprising/happiness control). A small republic/democratic (but still very well-managed) empire should give you an unbeatable advantage in the economical/trade area (cities can grow uniquely huge with comparibly less happiness-problem - giving you a huge tax-base, but with less total amount of costly city-improvements/ combat-units needed).
Also in science, these well-managed democratic mini-empires can keep reasonably even steps, because of their proportionally bigger city-populations.
At the end of the day, however: If you create a huge & well-managed democratic empire; that should give you the final edge in most areas. But, yet again - only so much, and definitely not in each and every areas. In each and every empire-size + government combination, there should both be an unquestionable advantage and an sensitive "Archilles heel" wrapped together. This is why the BAB-problem is a rather tricky one.
The democratic government-type for example, shouldnt - on top of everything else - also be viable counquer-the-world alternative (as it in fact often could be in Civ-2). Defending ones motherland (or helping a democratic ally, being attacked) is one thing - but if you want to invade (and assimilate) other cultures forever; you MUST choose a more warprone & dictatorial government-type. I dont care about real-life "maybe in future" arguments. Democracy shouldnt be the best possible solution in every area - its a question of game-balance, if nothing else.
Last edited by Ralf on 24-06-2001 at 15:12
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:14
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Horse, Rasputin, I disagree.
The basis of ICS advantage is that for one pop point settler, you get two allocation-workers (dang, that's a lot of typing, just call them aw's). that means that although the pop of a new city was listed as 1, the actual production was for 2.
in the glorious new world, we will be paying 2 pop for every 2 pop starting city. what it says the pop of the starting city is doesn't matter, except in one case. when you disband a city size2 into a settler, you are actually paying 3 AW's for that privilege.
I wish they would have the game notation conform with reality, so as to eliminate that imbalance.
in the old ICS, you could pay 1AW for a 2AW city, which was the basis of the grand ICS advantage.
RAH, I'm aware of the building settlers before your capitol reaches size2 trick. If they can't make that obsolete, I will be VERY surprised. I think it already doesn't work with one of the versions I use.
Moron, you made a good point about the culture radius making it so that massive city planting doesn't mean the land grabbing you thought it would. That will also discourage the bigger is better mentality.
I just read a post where some ICSer (think it was scouse gits) says they don't have cities, just hundreds of villages.
between the culture radius and the 2pop settler, I don't think any artificial barrier to growth is neccesary. If you can sprawl across the land, it will be because you have built the infrastructure neccesary to do so. more power to you.
Of course we will break the game eventually, it just won't be by ICS. don't forget, we also broke the game by the OCC. tell me the designers thought that would happen.
we'll get it, and suggest fixes for the next gamebreaker in the civ4 suggestion list
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MORON
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Vancouver, Canada
Jun 2001 time: 13:14
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I still wish that the anti-ICS crowd will not make Civ into a one city game.
Can some one explain to me the logic of smaller cities growthing faster than big ones? I thought the reverse should be true, until overcrowding and resources becomes a problem.
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rah
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Apolyton Prince of Moderators, Master of Reason
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Lord of the Ferrets
Jan 1970 time: 23:14
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Yeah, you're right, he probably did understand it. I think I figured that out about halfway through writting it and was too lazy to erase it. So I wrote the last part about the logic of it. 
But I still believe that city growth in the real world is a rapid growth to a point, and then continued (but reduced growth)
This is one reason that I never really had a problem with WLTKDs. You get the city to a point, everyone happy, and it just attracts people untill it get to a certain point, then it levels off. Even though that growth is one of the most unbalancing notions in the game. I guess I just saw the perverted logic behind it. 
You point about bribing is good. But for some of us, the impact of that will be minimal. When we play MP, most of us don't allow city bribing. And since I assume you've been reading the other threads, there are quite a few people that would like it to be a game option whether it should be allowed.
Yeah, my focus is on MP so I guess I'm looking at things from a slightly different angle. I have no faith in the AI being a challange (god, I hope I'm wrong) real people are the only challange. And since my focus is MP, ICS is an important issue. Which is probably why I get so irrational about it.
RAH
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MORON
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Vancouver, Canada
Jun 2001 time: 13:14
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IMO the reasons for ICS are
1. Inlogical faster growth
2. Two tiles worked for the price of one, which adds to 1.
As for Barbarian/Insurgent, I doubt it would work that well. Mind worms didn't stop massive polluting in SMAC (instead, energy farming). We might have similiar results if the cities are very close together and road connected, meaning its easy to defend and the larger production of ICS and the existance of 'free support' under certain gov. systems will mean that a large army would be ready once the ICSer builded up.
Happiness based on distance also faces the problem of close cities and discourage the founding of large cities because its hard to find good spots for them and the 21 tile overlap thing, and as a result they are further apart.
The only thing we're left with is pop/cities based unhappiness model, or fixing the top two.
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polypheus
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United Nations of Earth
Jun 2001 time: 21:14
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Although I am no fan of ICS, I am beginning to feel that perhaps maybe there is no way to defeat ICS.
An alternative then might be for Civ3 to embrace ICS.
1. Program the AI Civs so that they can effectively perform ICS to match the human player.
2. Explicitly state that ICS is the method of choice in the manual so it is clear that Civ3 is designed to be an ICS style game.
If the AI can exploit ICS as well as the human player then at least the game is balanced and challenging even though there will be massive numbers of closely spaced cities everywhere.
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Lung
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of my princess Anastasia!
Mar 1999 time: 15:14
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While it would be a better model to base city growth on economics, it would open up a can of worms in regards to game development. You would probably need to redesign the whole game from scratch. Besides, if the game was completely real it would be boring The game needs to be fun, and Civ2 proved that the old model works.
As for ICSing, as much as i agree that it should be discouraged, to eliminate it completely would unbalance the game as the most important thing in the whole game would be finding settlers in goody huts. Whoever found the most settlers and cities in goody huts would be the winner! Pure luck is even less skillful than ICSing
Of course, we could eliminate goody huts altogether, but i'm sure all would agree that this would detract from the game. The other thing i mentioned long ago would also detract from ICSing, and that was natural disasters. Small, fledgling cities would be more vulnerable to natural disasters than large cities, because a size 1 city dropping in city size by 1 would be destroyed, while a large city would suffer minimal damage.
The 2 population point drop in city size is a great idea, and will balance the game. The only better way of reducing ICS is to eliminate the bonus worker in each city, so a size 1 city only has the square it sits on to produce food. It's not as silly as it first appears. If you built a mining city, it would stay small, rather than develop into a city of millions of people, which doesn't really happen in reality. However, you could prop up the city by supplying food by a caravan. This would drastically change the game, and make IC sleazing impossible, as no net food gain could be acquired.
The Lung's genius at work again 
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:14
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quote: Originally posted by Grumbold
I think they would have to readdress the issue of how much food each tile produced if a size 1 city only harvested its own tile. Under the current rules only grassland cities would expand. Plains would subsist and every other terrain type would starve immediately. Many city types would be unable to build anything at all. That more or less demands a complete restructure of the tile harvesting scheme. If they were going to go that far they might as well consider a more sensible model than basing expansion entirely on gluttony. |
Under current rules, yes. but the simple solution (suggested in the ultimate ICS thread months ago, probably never to be implemented) would be to simply have one citizen eat one food.
Oh yeah, in keeping with the auto irrigation of city square, forests, jungles, and swamps would become grasslands or plains when built upon.
Grasslands, plains and hills would grow, deserts subsist, and mountains impossible (To Heck with Alexanders Horse!) with 1 citizen eating 2 food, NO lands would grow under despotism.
under this model, cities would actually grow faster as they grew larger, until specialists dominated.
Problems: some serious rebalancing would be neccesary to keep from having all your cities jumping to aqueduct limit too fast. also, they're used to the old system and will probably never give it up...
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