With the most recent news we've been hearing, especially the one about forced labor and drafting citizens, I've been considering the strategic implications of those features. Here's what I came up with:
1. Previously, an additional citizen with an empty square to work on did not really add anything to your civilization. It just ate up your money and caused unhappyness. In Civ III, each additional citizen can be turned into militairy units and production at point of need. That makes him valuable in any case. Which means that gathering lots of citizens in order to turn them into something else later *could* be a viable strategy. The 'price' of citizens is food...which is lower in smaller cities. So producing lots of small cities where the food box isn't as big as in the big ones could gain once again an additional advantage. Does that smell of ICS? I'd chalk it up as point for ICS.
2. Drafting citizens is every builder's dream come true. A good builder is IMO somebody who concentrates on infrastructure and other stuff non related to pumping out attacking units, to bid his time. However, he has to keep up a dynamic defense in order to keep the warmongers at bay. Dynamic defense simply means that he has to be ready to be a pain in the butt to invade, so people don't want to take the effort and pay the price of launching an invasion against him.
The possibility of drafting is just that: It allows a builder to fully concentrate on building big cities with minimum of defensive units, backed up by a good road network. Once the enemy comes, he can always turn his citizens into militairy units at need, without really having to spend all the production and support ahead of time. Bad deal you say, because it will kill his cities? That's not the point. The point is that he has the possibility to do it.That alone, and the knowledge that he can do it and let the invaders run their heads against masses of the most modern defense unit can make warmongers think twice about attacking. And as long as the builder doesn't get attacked, he can concentrate on his infrastructure and science, make his cities bigger and be a much bigger pain to be invaded later.
Furthermore, drafting has the additional side effect of leaving the invador with what he actually came for: Grabbing big cities. Unless he's very swift, the builder will have drafted all his citizens, so there's no city to take once the invader has slaughtered all defenders.
This tactic of building up defense militias under pressure while leaving only scorched earth to the enemy seems so powerful to me that I imagine only very swiftly executed blitzkriegs be worthwhile.
3. With these additional defensive abilities, defense bonuses for cities and metropoli, Firaxis saying that war will be much harder and much less frequent, as well as an emphasis on peaceful aspects such as culture, diplomacy and trading, I suddenly wonder if war will still play a major role in the game. Sure, I enjoy building myself, but I want to have both options, either winning by building up an empire under the pressure and through hard-pressed attacks of my jealous neighbours, or by conquering them. I wouldn't like to see a game where the best option is to just sit around, build bigger and bigger cities to produce more and more culture, be happy with every other civilization, trade what I need, and suddenly I just vote myself leader of the world.
1. Previously, an additional citizen with an empty square to work on did not really add anything to your civilization. It just ate up your money and caused unhappyness. In Civ III, each additional citizen can be turned into militairy units and production at point of need. That makes him valuable in any case. Which means that gathering lots of citizens in order to turn them into something else later *could* be a viable strategy. The 'price' of citizens is food...which is lower in smaller cities. So producing lots of small cities where the food box isn't as big as in the big ones could gain once again an additional advantage. Does that smell of ICS? I'd chalk it up as point for ICS.

2. Drafting citizens is every builder's dream come true. A good builder is IMO somebody who concentrates on infrastructure and other stuff non related to pumping out attacking units, to bid his time. However, he has to keep up a dynamic defense in order to keep the warmongers at bay. Dynamic defense simply means that he has to be ready to be a pain in the butt to invade, so people don't want to take the effort and pay the price of launching an invasion against him.
The possibility of drafting is just that: It allows a builder to fully concentrate on building big cities with minimum of defensive units, backed up by a good road network. Once the enemy comes, he can always turn his citizens into militairy units at need, without really having to spend all the production and support ahead of time. Bad deal you say, because it will kill his cities? That's not the point. The point is that he has the possibility to do it.That alone, and the knowledge that he can do it and let the invaders run their heads against masses of the most modern defense unit can make warmongers think twice about attacking. And as long as the builder doesn't get attacked, he can concentrate on his infrastructure and science, make his cities bigger and be a much bigger pain to be invaded later.
Furthermore, drafting has the additional side effect of leaving the invador with what he actually came for: Grabbing big cities. Unless he's very swift, the builder will have drafted all his citizens, so there's no city to take once the invader has slaughtered all defenders.
This tactic of building up defense militias under pressure while leaving only scorched earth to the enemy seems so powerful to me that I imagine only very swiftly executed blitzkriegs be worthwhile.
3. With these additional defensive abilities, defense bonuses for cities and metropoli, Firaxis saying that war will be much harder and much less frequent, as well as an emphasis on peaceful aspects such as culture, diplomacy and trading, I suddenly wonder if war will still play a major role in the game. Sure, I enjoy building myself, but I want to have both options, either winning by building up an empire under the pressure and through hard-pressed attacks of my jealous neighbours, or by conquering them. I wouldn't like to see a game where the best option is to just sit around, build bigger and bigger cities to produce more and more culture, be happy with every other civilization, trade what I need, and suddenly I just vote myself leader of the world.

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