Here's my definition. ICS is a strategy primarily based on gaining an advantage over players who do use ICS by utilizing game mechanics that allow several small cities to outperform a few large cities in a variety of different metrics.
Here's a very crude Civ2 example:
Player A has one size ten city in monarchy 50/50 taxes/science.
Base Square Production
1 x 2.1.1=2 food, 1 shield, 1 gold
Other Worked Squares
9 * 3.1.1 (irrigated grassland with roads)=27 food, 9 shields, 9 gold
Unadjusted Happiness
3 Happy Citizens 7 Unhappy Citizens
Adjusted Happiness
+3 for martial law, +2 for temple, +1 for entertainers
Support
3 free units
City Upkeep
Barracks 1 gold (40)
Granary 1 gold (60)
Temple 1 gold (40)
Marketplace 1 gold (80)
Library 1 gold (80)
Aqueduct 2 gold (80)
Food need to grow to size 11
55 (7 turns to grow pop by 1)
Total output
9 food 10 shields 8 science 1 gold
Player B has ten size one cities in monarchy 50/50 tax/science
Base Square Production
10 x 2.1.1=20 food, 10 shield, 10 gold
Other Worked Squares
10 * 2.1.1 (grasslands with roads)=20 food, 10 shields, 10 gold
Unadjusted Happiness
10 Happy Citizens
Adjusted Happiness
none
Support
30 free units
City Upkeep
none
Food need to grow to all cities to size 2
200 (10 turns to grow pop by 10)
Total output
20 food 20 shields 10 science 10 gold (no corruption)
20 food 10 shields 5 science 5 gold (maximum corruption)
So depending on just exactly how much corruption eats into the advantages of the ICS empire the may go from having advantages in every category to have equal or lower stats in possibly production and science with a small advantage in gold, while having a large advantage in growth, happiness and military support. Nine settlers would also cost slightly less than the buildings in the first city. Also note that the non ICS player has the advantage of having all of its squares irrigated while the ICS player doesn't. Granted this is a very crude example, but hopefully it points out some of the reasons ICS works in civ2.
Here's a very crude Civ2 example:
Player A has one size ten city in monarchy 50/50 taxes/science.
Base Square Production
1 x 2.1.1=2 food, 1 shield, 1 gold
Other Worked Squares
9 * 3.1.1 (irrigated grassland with roads)=27 food, 9 shields, 9 gold
Unadjusted Happiness
3 Happy Citizens 7 Unhappy Citizens
Adjusted Happiness
+3 for martial law, +2 for temple, +1 for entertainers
Support
3 free units
City Upkeep
Barracks 1 gold (40)
Granary 1 gold (60)
Temple 1 gold (40)
Marketplace 1 gold (80)
Library 1 gold (80)
Aqueduct 2 gold (80)
Food need to grow to size 11
55 (7 turns to grow pop by 1)
Total output
9 food 10 shields 8 science 1 gold
Player B has ten size one cities in monarchy 50/50 tax/science
Base Square Production
10 x 2.1.1=20 food, 10 shield, 10 gold
Other Worked Squares
10 * 2.1.1 (grasslands with roads)=20 food, 10 shields, 10 gold
Unadjusted Happiness
10 Happy Citizens
Adjusted Happiness
none
Support
30 free units
City Upkeep
none
Food need to grow to all cities to size 2
200 (10 turns to grow pop by 10)
Total output
20 food 20 shields 10 science 10 gold (no corruption)
20 food 10 shields 5 science 5 gold (maximum corruption)
So depending on just exactly how much corruption eats into the advantages of the ICS empire the may go from having advantages in every category to have equal or lower stats in possibly production and science with a small advantage in gold, while having a large advantage in growth, happiness and military support. Nine settlers would also cost slightly less than the buildings in the first city. Also note that the non ICS player has the advantage of having all of its squares irrigated while the ICS player doesn't. Granted this is a very crude example, but hopefully it points out some of the reasons ICS works in civ2.
Comment