Since this has become a hot topic again, I thought I'd post this for some people to consider. --Yin
The ultimate ICS thread: analysis and solutions
1. What is ICS?
ICS also know as infinite city sprawl, is a strategy in civ games where a person seeks to create an endless amount of cities radiating out from a central hub. these cities generally lack the overall infrastructure of a so called perfectionist strategy where cities are spread out and are highly developed. the perfectionist strategy calls for maximizing each city's production. ICS is about optimizing your civ's overall production.
2. Why is ICS a problem?
ICS is a problem for a multitude of reasons, but the biggest problems arise from the current civ models for city production, unit support, the happiness model, and the growth model. i will address each model one at a time
city production:
the civ model for city production is base squares worked equal number of workers per city plus one multiplied by the total number of cities
or
(W+1)xC where w=workers per city and C=total number of cities
additionally each city is a production center
for example we have two civs: the green civ is a perfectionist civ with one size 10 city, the yellow civ is an ICS with ten size 1 cities
the yellow civ started with one colony pod and spent 270 minerals building nine more, each of the yellow civ's city have no infrastructure...
the green civ's city has the following alpha centauri infrastructure...a recyling tank, a recreation commons, a hologram theater, a tree farm, and one 1-1-1 police units costing 260 minerals...
all citizens of both civs are workers, and all citizens are working a forest square; there are no special resources or economy or industry bonuses
the yellow civ's total output is:
base square: 20-10-11 (+1 for HQ)
workers: 10-20-10
total: 30-30-21
surplus: 20-30-21 (minus people eating)
the green civ's total output is
base square: 3-2-3 (+1 for HQ)
workers: 20-20-10
total: 23-22-13
surplus: 13-22-6 (minus people eating and maint.)
additionally the yellow civ has ten production centers while the green civ only has one
unit support:
using the same stats for the yellow and green civs, if both civs have zero support ratings in the social engineering table, gives us
the yellow civ can support 20 units for free
(2x the number of cities)
the green civ can support 2 units for free
(2x the number of cities)
happiness model
using the same stats for the yellow and the green civs we get the following happiness scores
on librarian on a standard map at zero effic.
the green civ has a total of 10 workers seven of them are drones before base facilities and garrison units
four are taken care of by base facilities
three are taken care of by the police garrison unit (assuming the green civ has a police rating of +3)
the yellow civ has no drones
the growth model
with adequate food and a pop boom the green civ could only grow one citizens per turn, while under the same conditions the yellow civ could grow ten citizens per turn
also it cost ten food per worker to grow a base by one citizens so at size one the yellow civ's bases would only need one tenth of the food to increase by one citizen compared to the green civ
Solutions and analysis:
this is only the first installment of proposed solutions, and only a brief analysis for now...i intend to further explore causes, effects, and solutions for ICS plus add in more analysis
Re: city production:
although i am unsure of what to do about the (W+1)xC problem, i do have one proposed fix for this...advanced cities after building some facility should be able to produce more than one unit per turn...in Alpha Centauri i would suggest that each factory facility (genejack, robotic, nanoreplicator, quantum converter...) should add a new building slot...so if a city had all five of those facilities it could produce a maximum of six units at once
Re: Unit Support:
this is quite simple to fix. add in global unit support. give one point of support for each population unit. a side note to this is unis get more advanced and costly they should cost more support.
Re: Happiness Model:
though not as easy as a fix as unit support (which could be implemented in various ways but would still have global unit support as its crux) civs with a roughly equal population should have roughly equal drones reguardless of cities. Also, and this though not completely related to overall happiness, does have direct consequence to the problem. A city should not be able to have more specialists of any kind (i'm mostly refering to doctors/empaths/transcendi) than it has workers (until it's of a huge size like 20+), and a city should always have to have at least one worker.
This would stop people being to escape drone riots at will by simply turning workers into specialists to avoid drones. currently it is possible to ALWAYS avoid growth related drones only using specialists, without units or facilities if you are paying attention. This model would also help enfore the pacifism penalty. Currently a size one city with the only citizen turned into a doctor could support an entire army and suffer no pacifism penalty. With supply crawlers ferryingminerals back it could easily support 10 needle jets which normally would incure 20 drones due to pacifism. Also, pacifism drones like unit support should be global (working in the same way as ineffic. drones do)
Re Growth model:
this is fairly simple...do not base the growth model entirely on food surpluses
korn469
The ultimate ICS thread: analysis and solutions
1. What is ICS?
ICS also know as infinite city sprawl, is a strategy in civ games where a person seeks to create an endless amount of cities radiating out from a central hub. these cities generally lack the overall infrastructure of a so called perfectionist strategy where cities are spread out and are highly developed. the perfectionist strategy calls for maximizing each city's production. ICS is about optimizing your civ's overall production.
2. Why is ICS a problem?
ICS is a problem for a multitude of reasons, but the biggest problems arise from the current civ models for city production, unit support, the happiness model, and the growth model. i will address each model one at a time
city production:
the civ model for city production is base squares worked equal number of workers per city plus one multiplied by the total number of cities
or
(W+1)xC where w=workers per city and C=total number of cities
additionally each city is a production center
for example we have two civs: the green civ is a perfectionist civ with one size 10 city, the yellow civ is an ICS with ten size 1 cities
the yellow civ started with one colony pod and spent 270 minerals building nine more, each of the yellow civ's city have no infrastructure...
the green civ's city has the following alpha centauri infrastructure...a recyling tank, a recreation commons, a hologram theater, a tree farm, and one 1-1-1 police units costing 260 minerals...
all citizens of both civs are workers, and all citizens are working a forest square; there are no special resources or economy or industry bonuses
the yellow civ's total output is:
base square: 20-10-11 (+1 for HQ)
workers: 10-20-10
total: 30-30-21
surplus: 20-30-21 (minus people eating)
the green civ's total output is
base square: 3-2-3 (+1 for HQ)
workers: 20-20-10
total: 23-22-13
surplus: 13-22-6 (minus people eating and maint.)
additionally the yellow civ has ten production centers while the green civ only has one
unit support:
using the same stats for the yellow and green civs, if both civs have zero support ratings in the social engineering table, gives us
the yellow civ can support 20 units for free
(2x the number of cities)
the green civ can support 2 units for free
(2x the number of cities)
happiness model
using the same stats for the yellow and the green civs we get the following happiness scores
on librarian on a standard map at zero effic.
the green civ has a total of 10 workers seven of them are drones before base facilities and garrison units
four are taken care of by base facilities
three are taken care of by the police garrison unit (assuming the green civ has a police rating of +3)
the yellow civ has no drones
the growth model
with adequate food and a pop boom the green civ could only grow one citizens per turn, while under the same conditions the yellow civ could grow ten citizens per turn
also it cost ten food per worker to grow a base by one citizens so at size one the yellow civ's bases would only need one tenth of the food to increase by one citizen compared to the green civ
Solutions and analysis:
this is only the first installment of proposed solutions, and only a brief analysis for now...i intend to further explore causes, effects, and solutions for ICS plus add in more analysis
Re: city production:
although i am unsure of what to do about the (W+1)xC problem, i do have one proposed fix for this...advanced cities after building some facility should be able to produce more than one unit per turn...in Alpha Centauri i would suggest that each factory facility (genejack, robotic, nanoreplicator, quantum converter...) should add a new building slot...so if a city had all five of those facilities it could produce a maximum of six units at once
Re: Unit Support:
this is quite simple to fix. add in global unit support. give one point of support for each population unit. a side note to this is unis get more advanced and costly they should cost more support.
Re: Happiness Model:
though not as easy as a fix as unit support (which could be implemented in various ways but would still have global unit support as its crux) civs with a roughly equal population should have roughly equal drones reguardless of cities. Also, and this though not completely related to overall happiness, does have direct consequence to the problem. A city should not be able to have more specialists of any kind (i'm mostly refering to doctors/empaths/transcendi) than it has workers (until it's of a huge size like 20+), and a city should always have to have at least one worker.
This would stop people being to escape drone riots at will by simply turning workers into specialists to avoid drones. currently it is possible to ALWAYS avoid growth related drones only using specialists, without units or facilities if you are paying attention. This model would also help enfore the pacifism penalty. Currently a size one city with the only citizen turned into a doctor could support an entire army and suffer no pacifism penalty. With supply crawlers ferryingminerals back it could easily support 10 needle jets which normally would incure 20 drones due to pacifism. Also, pacifism drones like unit support should be global (working in the same way as ineffic. drones do)
Re Growth model:
this is fairly simple...do not base the growth model entirely on food surpluses
korn469
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