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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:29
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ICS isn't broken, and there are plenty of other ways to get those kinds of results from your faction. I've looked over the game you submitted which brought up this query, and if you'd build a few boreholes in the territory you controlled, you should have been able to easily outproduce Dee with the relatively smaller number of bases. In addition, your tech rate and income were considerably higher than Dee, which means that you'll obtain Bio-Engineering first, and have the cash to upgrade every former you've built to clean, cementing your production advantage. Once you've built fusion labs, your energy and lab production spirals higher and higher, and sooner or later you'll be getting Genejack factories. At that point your produciton capacity should easily dwarf the cash and tech-strapped Gaians.
If, after all that, you still think ICS is a better strategy than the specialist boom, you can still try to beat the ICSers at their own game, if you're so inclined. With the Weather Paradigm, or Environmental Economics, you can raise all the landmass you require on which to build your ever increasing number of bases.
Finally, ICS, while it's a good trick for the Gaians and Consciousness, isn't really suited to factions without an innate bonus to efficiency, so I think your worries of ICS obliterating all other styles of play are unfounded.
Last edited by CEO Aaron on 22-07-2003 at 03:09
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:29
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The huge map was abnormal. Typically, we use large (44x90). That game in particular, all the factions were remarkably evenly spaced out.
I'm worried that ICS dominates other styles because I've seen the flexibility in the way I play decrease as I get better. Every time I learn a trick, everyone I play with learns it (because I tell them), and we all become dependent on it.
For example, I once armored some of my crawlers. Now, I usually have clean reactors among other useful techs before anyone can bother my shores. I once kept more of a garrison. Now, I can't unless I know damn well an army is coming, because if I do, and it's not, my opponent is spending his minerals to pull ahead, and my garrisons will become obsolete.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:29
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It's a bummer to lose five or six bases to a single Fusion PB.
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Gufnork
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Gothenburg, Sweden
Jul 2003 time: 05:29
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ICS has a weakness. Any early neighbour could quite easily nab quite a few of your bases since it's much harder to defend them all. And once someone is in your structure they can strike at your bases without being forced to walk in the open. It works very well if you're left alone, but that almost only happens on large and huge maps. Not to say that it can't be effective on smaller maps as well, just not as overpowered as you describe it.
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dmm1285
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I'm almost positive crawlers dont need any support, so upgrading them to clean is pretty pointless
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Curiosity
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Ah, now I find myself on the other foot than in the previous thread; arguing that ICS isn't really so strong. 
If you compare ICS with a standard-type REX strategy for a similar amount of land, then ICS has a real phase of ascendancy while someone switches from REX to preparing for the first pop-boom. At the point the REXer has filled his continent, the ICSer has only half-filled his. Before the REXer has boomed, the ICSer has filled his continent up, and has double the population of the REXer.
After the first boom to size 7 the REXer is in a similar position to the ICSer, as his bases should be working almost all the tiles on his continent. The ICSer has better cash-flow, due to not needing to support any facilities. If he's in FM/wealth, then energy from the base square puts him squarely ahead, energy-wise.
After the second boom to size 14, the REXer is clearly ahead. They now have around double the population of the ICSer, and huge cash and science income from specialists. They're playing catch-up, but they're doing it in style. Once they get nodes etc. down, they're a lot better off than an ICSer. Productivity is about the same, assuming forests and borehole terraforming.
Once Orbital Spaceflight comes along, the ICSer can launch a load of sky hydroponics labs and boost his population with specialists. This is where he can really catch up with the REXer, though facilities should keep the REXer ahead.
The exception is where the ICSer can find a patch or land to lay down nutrient crawlers; a big fungus bank is ideal, especially for the Gaians. However, crawlers can always be killed off.
Militarily, the ICSer is in a strong position while the REXer is preparing to boom. If they're in police state, then they not only have high productivity, but also huge support. It really suits Yang.
Post-MMI, they're probably in trouble. Drop troops will slice them apart, and unless they get the cloudbase academy they haven't much hope of stopping them.
What screws things up, is if the ICSer can hit orbital spaceflight while they're still expanding. This requires huge amounts of land and a very fast tech-rate, i.e. the University starting next to the rainforest on the huge map of planet. Regardless, with unlimited space ICS is a killer.
Th only reason I would consider ICS to be a little unbalanced is that it's relatively unskilled. Putting together a good pop-boom takes a lot of practice, whereas ICS can be used straight out of the box.
Anyway; to tackle the issue at hand, if you want to stop ICS, I suggest you play with low land mass. If an ICSer stalls at 30 bases then it's pretty much over.
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Lazerus
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Empires were built by dictators, not democracies.
Jul 2002 time: 05:29
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quote: ICS has a weakness. Any early neighbour could quite easily nab quite a few of your bases since it's much harder to defend them all. And once someone is in your structure they can strike at your bases without being forced to walk in the open. It works very well if you're left alone, but that almost only happens on large and huge maps. Not to say that it can't be effective on smaller maps as well, just not as overpowered as you describe it. |
Not true for Yang and he is the main ICS'er , all of his bases will have atleast 1 unit as police, maybe 2 if its large, add that a perimeter defense, then multiply this by the fact theres prob 5 nearby bases and trying to get a foothold is really tough. Switch the role and if he nabs one of your bases, +3 insdustry (wealth,planned) and no real support probs they'll just keep coming once you've shown weakness.
Curiousity is exactly right with the phases a normal payer and an ICS'er go through. A normal player needs to get choppers and orbital about 15yrs before the ICS and really get in some damage before the tech gets caught up. On the other hand the ICS'er has anytime before that, or very late game in which his industry will make short work of any slight tech difference.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:29
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CT, in a simple game like Go, it's very easy to balance factors such as opportunity cost, position, turn advantage, etc, to make a dynamic and balanced game, but as the game increases in complexity, it becomes nearly futile to attempt to achieve this kind of balance.
SMAX is a wildly unbalanced game, in that respect, since an infinitessimal advantage early on, even one based purely on circumstance, can translate into huge advantages later in the game. For a simple example, two factions start out with more or less equal terrain, but one pops an early pod to discover a monolith, while the other finds worms. Due to the increased alacrity with which the now monolith-blessed faction can plant new bases, their research, production and population growth will be commensurately larger throughout the majority of the game, provided both factions follow the exact same strategy.
I'll post a couple of games to illustrate my point as soon as I get the chance.
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