(For those who don't know, ICS stands for Infinite City Sprawl and it is a strategy where a player builds lots of cities close together as quickly as possible, taking advantage of bonuses such as free improvement on city square and extra tile worked.)
I thought it would be time to revisit this with some of the new info we have now.
Changes which negatively affect ICS:
1-Settler units now require 2 population points and can only build cities. This significantly slows down the rate of new cities. Terrain improvement is done by a seperate worker unit which requires 1 population points.
2-National borders are based on culture, which in turn is generated by improvments and wonders. Thus the borders of the small undevelopped cities of an ICS player will not extend very far. Also cities will be vulnerable to absorbtion by a more culturally advanced civilization.
3-The removal of the caravan unit and the inability of rushing production without a leader will make the contruction of expensive improvements/wonders very difficult.
4-Some mini-wonders require the construction of a minimum number of improvements. At first this seems more easily attained by the ICS strategy but due to point #3 above it will actually be much harder.
5-The number of freely supported units is partly based on the size of a city.
And here are the changes which ICS could benefit from:
1- Commercial and Industrious abilities give bonuses on a per-city basis.
2- The number of freely supported units is also partly based on the number of cities.
3- While the outer border will be weak, the inside territory will be tightly secured. Bigger territory will mean more special ressources. Extensive road network between cities will make it difficult to cut it off from these ressources.
4- Leaders come from a highly successful military unit, so if the ICS player chooses carefully the units which suicide-attack and which give the final blow, a breed of highly successful units could be raised, thus increasing the chance of obtaining leaders.
5- Armies are more easily assembled by leaders due to point #4 above and the large number of units typically built in an ICS strategy.
6- Golden Ages give bonuses on a per tile worked basis, which favors the ICS strategy of numerous cities because of the free worked tile per city.
7- Forbidden Palace mini-wonder could curb the corruption problem normally present in large ICS empires.
Hmmm, ICS still seems like a viable strategy in Civ3. Of course, we won't know until we see the final game. Are there any other points to be added to the above?
I thought it would be time to revisit this with some of the new info we have now.
Changes which negatively affect ICS:
1-Settler units now require 2 population points and can only build cities. This significantly slows down the rate of new cities. Terrain improvement is done by a seperate worker unit which requires 1 population points.
2-National borders are based on culture, which in turn is generated by improvments and wonders. Thus the borders of the small undevelopped cities of an ICS player will not extend very far. Also cities will be vulnerable to absorbtion by a more culturally advanced civilization.
3-The removal of the caravan unit and the inability of rushing production without a leader will make the contruction of expensive improvements/wonders very difficult.
4-Some mini-wonders require the construction of a minimum number of improvements. At first this seems more easily attained by the ICS strategy but due to point #3 above it will actually be much harder.
5-The number of freely supported units is partly based on the size of a city.
And here are the changes which ICS could benefit from:
1- Commercial and Industrious abilities give bonuses on a per-city basis.
2- The number of freely supported units is also partly based on the number of cities.
3- While the outer border will be weak, the inside territory will be tightly secured. Bigger territory will mean more special ressources. Extensive road network between cities will make it difficult to cut it off from these ressources.
4- Leaders come from a highly successful military unit, so if the ICS player chooses carefully the units which suicide-attack and which give the final blow, a breed of highly successful units could be raised, thus increasing the chance of obtaining leaders.
5- Armies are more easily assembled by leaders due to point #4 above and the large number of units typically built in an ICS strategy.
6- Golden Ages give bonuses on a per tile worked basis, which favors the ICS strategy of numerous cities because of the free worked tile per city.
7- Forbidden Palace mini-wonder could curb the corruption problem normally present in large ICS empires.
Hmmm, ICS still seems like a viable strategy in Civ3. Of course, we won't know until we see the final game. Are there any other points to be added to the above?
Comment