ICS is not even really a strategy, it is the optimum way to take advantage of the game mechanics...ICS is not even really about expansion, it is just about having tons and tons of cities
the 2 pop settlers alone will cut down on the most aggressive ICS players, but it will still come down to the fact that 10 size one cities are much better than one size 10 city, because they can rapidly become ten size 4-6 cities, in just a few turns with the power of "we love" pop booming
i think that ICS has already caused a great deal of damage to the multiplayer aspect of civ2 because the game almost always boils down to a ICS slugfest...basically ICS is civ's version of the tank rush...the tank rush didn't do anything for RTS games, and they have been trying to solve the tank rush problem since C&C
the main reason that ICS CANNOT be defined as a strategy is because a few simple tweaks of the rules will stop ICS dead in it's tracks...you can still be an expansionist civ without using ICS, and tweaking game mechanics will not stop players from expanding in civ3 (nor should it)...however those game tweaks will stop ICS because it is an exploit and not a strategy
for example firaxis could change settlers to require 4 pop points, and this would not stop people from building new cities and expanding, but it would prevent them for building city after city, as close as possible, because the total number of cities (and not total population or infrastructure or anything else) would no longer be one of the keys to a successful empire (when built ICS style)
i really think that the firaxis team recognizes the problem of ICS (especially in multiplayer) and that they want to remedy it
the 2 pop settlers alone will cut down on the most aggressive ICS players, but it will still come down to the fact that 10 size one cities are much better than one size 10 city, because they can rapidly become ten size 4-6 cities, in just a few turns with the power of "we love" pop booming
i think that ICS has already caused a great deal of damage to the multiplayer aspect of civ2 because the game almost always boils down to a ICS slugfest...basically ICS is civ's version of the tank rush...the tank rush didn't do anything for RTS games, and they have been trying to solve the tank rush problem since C&C
the main reason that ICS CANNOT be defined as a strategy is because a few simple tweaks of the rules will stop ICS dead in it's tracks...you can still be an expansionist civ without using ICS, and tweaking game mechanics will not stop players from expanding in civ3 (nor should it)...however those game tweaks will stop ICS because it is an exploit and not a strategy
for example firaxis could change settlers to require 4 pop points, and this would not stop people from building new cities and expanding, but it would prevent them for building city after city, as close as possible, because the total number of cities (and not total population or infrastructure or anything else) would no longer be one of the keys to a successful empire (when built ICS style)
i really think that the firaxis team recognizes the problem of ICS (especially in multiplayer) and that they want to remedy it
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