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Artifex
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Kentucky USA
Apr 2002 time: 05:21
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Well I just typed a long essay and my zone alert internet lock kicked in, so it wouldn't post..
Man I hate it when I click back and this damn forum erases your entire message body when you click back on your web browser..thats rude. argh. *sigh*
Anyway.... now I am gonna make it short and sweet..
It seems from what I have read here that the superior strategy is size 6 cities 2 spaces apart? ICS? Well, I don't play that way but was wondering.
I like minimizing city overlap and when bad terrain like desert even skipping the tiles and letting culture cover them when the 2 cities reach 100 rating.
It seems most here like small cities and alot of them? due to WLTK day? From the few posts I read this seems to be superior strategy? Like size 6 2 spaces apart? and tons of them?
How bad is one handicapping oneself by minimizing overlap and building big cities with alot of land coverage? I always play this way and win more than not on monarch at least. I wonder how bad I am handicapping myself by playing this way though...
Is the big city minimum overlap proven to be bad strategy compared to ICS?
I thought they had tried to fix ICS in Civ3 but it is still alive and well, no?? Or am I seeing things?
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candybo
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I agree with you, Artifex. I don't care for ICS, on an aesthetic basis. I've always meant to try it, but when given the opportunity, just don't have the heart for it. This could be set up as a grand debate. I hereby issue a call to the CivGiants (tm) to play devil's advocate, as I am unworthy. Can anyone make a case for the viability of ultracities on the higher difficulty levels? Thanks.
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Artifex
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Kentucky USA
Apr 2002 time: 05:21
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This is for your basic standard maps with continents on Monarch and Emperor level.
I don't play huge or large maps.
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Ethelred
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ICS isn't needed to win in single player anyway. Who knows what will happen in MP at the moment. The main problem with ICS is that you will the city quantity corruption limit fast. The main advantage of it is the city gets production PLUS one pop working a tile and you limit the effects of corruption by distance till you spread out.
ICS is good for early wars and high scores. Aeson's 63,000 point Deity win shows this. However I find I can win on Emperor at least with my cities spaced with a minimum overlap. I might bet better results though planning cities that are limited to twelve population due to overlap. This will still give high production cities in the core and help produce WLTKD. I suspect that this technique or even tighter spacing is going to needed for MP.
While ICS isn't a neccessity in single player REX is. You must expand rapidly early because the AI will what ever you do.
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DrFell
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Heavy ICS will probably be THE strat for MP. In MP few games will reach the industrial age, which is the point when bigger cities become useful, and in any case you can easily disband some of the cities to make space for big productive cities.
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Artifex
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Kentucky USA
Apr 2002 time: 05:21
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Seems like ICS is the only way to go sadly. Or settle for second best. Too bad it had to be that way since that play style isn't too fun for me at least.
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Artifex
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Kentucky USA
Apr 2002 time: 05:21
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So I am handicapping myself by not playing a style I feel to be unfun. I guess there is no use in playing a game handicappoing yourself? That's kinda like passing go and not collecting 200 bucks in Monopoly..
*sigh*
grr sid...
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candybo
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quote: Originally posted by Saint Marcus
I got rid of ICS, by making all settlers cost 4 pop. :-D
This way, expanding just a little, and focusing more on developing cities (like building wonders) really pays off. Still, expansion is preferential, but other tactics have a good chance of winning as well. |
I like this idea. Maybe modify it thusly: after a threshold # of cities, each settler becomes more expensive like that, and/or other support...
Last edited by candybo on 19-08-2002 at 02:47
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GI Josh
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An easy way to limit ICS is to make each overlapping tile (or every 2 overlapping tiles) cost each city with the overlap 1 food. Calculate overlap not by tiles worked, but by the 21-tile city radius. Thus closely packed cities will be possible (and perhaps preferable) near grasslands and floodplains, but not so great on more food-marginal land (mirroring reality, at least til modern times). This will lead to spacing out cities naturally, while adding strategic depth to city placement.
I can't stand ICS - right now it's all benefits and no drawbacks. The fun parts to the games are where you have to strategically balance benefits, opportunities, costs, and risks. I think this proposal should add some balance and strategic depth without unduly limiting player choice.
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DrFell
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ICS does have drawbacks. Just the benefits outweigh them. I personally don't like anything that restricts play, so 'ICS solutions' do nothing for me.
Anyway, you'd be suprised how fun close city spacing + rushing can be at times. And if you don't like rushing, play on archipelago maps (hopefully MP will be sorted out so that you don't start on the same continent as your opponent 90% of the time, as it seems in SP).
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Thrawn05
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All Your Posts Are Belong To Ming
Dec 2001 time: 00:21
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quote: Originally posted by GI Josh
An easy way to limit ICS is to make each overlapping tile (or every 2 overlapping tiles) cost each city with the overlap 1 food. Calculate overlap not by tiles worked, but by the 21-tile city radius. Thus closely packed cities will be possible (and perhaps preferable) near grasslands and floodplains, but not so great on more food-marginal land (mirroring reality, at least til modern times). This will lead to spacing out cities naturally, while adding strategic depth to city placement.
I can't stand ICS - right now it's all benefits and no drawbacks. The fun parts to the games are where you have to strategically balance benefits, opportunities, costs, and risks. I think this proposal should add some balance and strategic depth without unduly limiting player choice. |
I like your idea. But this is what I'd do:
If two cities share the same tile(s), then neither gets to use those tiles. Also, the population is reduced by 1 for each tile that is overlapped (1 will still be 1 though). And to boot, the city that has such tile(s) are capped at size 12 (IF they can make that far).
This will teach all of your to play the right way! 
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