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Takeshi
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Canada
Jun 1999 time: 00:15
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(For those who don't know, ICS stands for Infinite City Sprawl and it is a strategy where a player builds lots of cities close together as quickly as possible, taking advantage of bonuses such as free improvement on city square and extra tile worked.)
I thought it would be time to revisit this with some of the new info we have now.
Changes which negatively affect ICS:
1-Settler units now require 2 population points and can only build cities. This significantly slows down the rate of new cities. Terrain improvement is done by a seperate worker unit which requires 1 population points.
2-National borders are based on culture, which in turn is generated by improvments and wonders. Thus the borders of the small undevelopped cities of an ICS player will not extend very far. Also cities will be vulnerable to absorbtion by a more culturally advanced civilization.
3-The removal of the caravan unit and the inability of rushing production without a leader will make the contruction of expensive improvements/wonders very difficult.
4-Some mini-wonders require the construction of a minimum number of improvements. At first this seems more easily attained by the ICS strategy but due to point #3 above it will actually be much harder.
5-The number of freely supported units is partly based on the size of a city.
And here are the changes which ICS could benefit from:
1- Commercial and Industrious abilities give bonuses on a per-city basis.
2- The number of freely supported units is also partly based on the number of cities.
3- While the outer border will be weak, the inside territory will be tightly secured. Bigger territory will mean more special ressources. Extensive road network between cities will make it difficult to cut it off from these ressources.
4- Leaders come from a highly successful military unit, so if the ICS player chooses carefully the units which suicide-attack and which give the final blow, a breed of highly successful units could be raised, thus increasing the chance of obtaining leaders.
5- Armies are more easily assembled by leaders due to point #4 above and the large number of units typically built in an ICS strategy.
6- Golden Ages give bonuses on a per tile worked basis, which favors the ICS strategy of numerous cities because of the free worked tile per city.
7- Forbidden Palace mini-wonder could curb the corruption problem normally present in large ICS empires.
Hmmm, ICS still seems like a viable strategy in Civ3. Of course, we won't know until we see the final game. Are there any other points to be added to the above?
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dennis580
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You forgot that after a city reaches population 2 all city increases in population only cost 40 food. So this is another thing that greatly promotes big cities. Also we don't know how agrresive and how well the AI will cordniate thier attacks. I have a feeling that this will be hundred's of times better the Civ 2's crappy AI. So that's another thing that will kill ICS.
Personally I feel ICS will be a complete waste of time in Civ III and just not worth it.
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Crouchback
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Aside from the 2 population cost of settlers and the big city bonus, a lot seems to depend on how strong the cultural factor is in practice. Could it be that a culturally advanced nation ends up with hundreds of a neighboring ICS civilisation's small cities? Can one literally conquer the world with culture alone? It maybe game balance requires the preservation of some strong ISC elements.
David
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Akron
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Culture is definitely another thing that will hurt ICS. Though it may seem possible to build a bunch of cheap culture producing buildings in ICS cities, this will take a long time, since ICS cities will have little production and the economy will be under much more strain. Also, with the economy under much more strain, this will limit the number of culture producing buildings an ICS civ can build. Sure, you can get more gold by building more roads, but now you'll have to build workers separately, which will slow things down and take away more pop. Also, military units require gold for upkeep, which will hurt ICS yet some more (given the low development and corruption of cities). And an ICS civ, since its culture will probably lag behind others, will be easily converted, will have a difficult time assimilating conquered cities, and will have a difficult time obtaining needed resources from foreign civs (if it wasn't able to obtain these resources through its land-grabbing efforts).
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jadlakha
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quote: Originally posted by Jingo
but Rommel, ICS will re-ermerge, i'd put money on it.
there are "loopholes" in every game i ever played, and im sure that after a week or two someone will have a screenshot of a 250+ city empire all happy and strong with some humorous caption. |
10 Dollars Jingo.
Im just in a gambling mood for somereason.
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Crouchback
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I've been thinking about this question a lot since the civ3.com faq was updated, and I can see a problem.
The driving force behind ICS is that first free square on which the city is founded as well as the one worked by the first citizen. Cities stay small because, rather than expand to use all 21 squares, the player builds new cities within city radius to get another free square. Lots of cities with a greater combined productive capacity than smaller ones.
As for resources, build a new city on them.
Culture will only be important if a better spread out, more advanced civilization can absorb the small numerous cities of an ICS player. Defence won't matter, ICS has always been defended in depth and number of cities count against armies only when you try to form a new one. Plus ICS can resist by stationing large numbers of troops in border cities, which helps prevent militarily weaker nations from overrunning their outposts.
It is that 2 population cost that is going to hurt, but not that much if small cities grow faster than large ones (20 stored food rather than 40), and the 1 population cost of workers. I'm not so sure this is a cure for ICS, it could be the strategy is back with a vengeance in civ3.
David
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Jason Beaudoin
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Canada
Jan 1970 time: 00:15
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I don't think it will be very easy to expand very quickly in CIV III as it was in CIV II, and because of that, I believe that most players will come across major problems when they attempt to do so. Not only will it be more difficult to produce many settlers, but because they can be captured, it would be very unwise to set them off on their own, as I usually did when I was just beginning. I would, most certain, accompany them with a unit, especially because they are so expensive to build.
I think the pressures brought on by other civs, and because of cultural factors, I believe it will be impossible to use the ICS strategy. So much is influenced by culture (from trade, diplomacy and border size) that if people ignore it and just expand, they'll be crushed!
Besides, Firaxis has already said that ICS doesn't work. This debate is kind of moot. I'm sure we can count on their assessment of the game, after all, they are the ones that have played the game, not us.
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:15
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The 2 pop point cost for settlers is certainly a deterrent to ICS, but it seems to me that culture will be the biggest deterrent. ICS cities generally have weak infrastructure, which will mean weak culture in Civ3. Someone mentioned in an earlier post in this thread that a lot of cities producing a little culture could match a big city producing a lot of culture. But I think I read that the calculation for determining when a weak culture city is absorbed by another civ with a nearby strong culture city (or cities) is based on the culture points of the inidividual cities in question, not the culture points of the civ as whole. So even if a lot of weak culture cities can produce the same total culture points as a few strong culture cities, this won't stop the border cities from being absorbed by culturally strong neighbors. To me that's the single biggest factor against ICS.
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