Timothy:
You make some excellent points.
The lower city limits will make ICSing less effective. It is the city sphere thing that I have my doubts about.
With respect to point 1) RE: concentration of effort.
Let me first state that I do not know how that is going to work. Having said that however I infer from what I have read that this is done via specialists. Otherwise the statement that a size 6 city with X workers works the sum of 8 tiles * X/6 would not be correct. Workers would still be placed by the program in this event. I get the impression that it is more generic than that and you simply get a percentage of all the terrain without any picking and choosing taking place.
With respect to point 2) RE: Government thresholds.
Lower thresholds do reduce the potential of ICS by lowering the wall so to speak. However is a player who controls half the map with 50 cities on it ICSing or just doing well. Is a player who controls 1/4 the map with 25 cities ICSing or doing well to any lesser degree? I see ICS as the strategy of rushing to the city limit as fast as possible and foresaking all else. Lower city limits just lower the potential gains by this but they do not invalidate the strategy.
Let me elaborate by example. We have a player who rushes the the city limit of say 10 and another who plods to it on identical terrain with identical city placement. Once there they both stay at 10 until both have the same total pop.
Do we have distilled out the effects of terrain, city placement and capital distance in this little thought experiment.
My assertion is that the player who rushes to the city limit will have worked more total tile turns than a player who plods to the city limit by the time they are equal in population. In addition since the 'rusher' has more smaller cities for longer than the 'ploder', the 'rusher' if far more able to exclude poor terrain tiles within the sample terrain even though the cities are in the exact same location. This assumes of course that cities are logically placed within good terrain and away from poor terrain. Thus the 'rusher' can make better use of his workers within this time since poor tiles do not begin to get worked until later.
Also consider that when comparing city pops it is more appropriate to consider the number of tile turns it took to produce the food to get that pop.
Size 1 cities work 2 tiles per turn effectively and require X food to grow... whatever X is.
Size 2 cities work 3 tiles per turn effectively and require 2X food to grow... whatever X is.
The required food has increased 100% while the effective tiles worked only increased 50%.
Hmmm... but then again, this is the whole crux of ICS so not to relevant to discusions of specific CTPII impacts on it...
Lower city limits are not unique to CTPII. I was focusing on the new provisions in CTPII and their effects on ICS. Also lower city limits has profoundly negative effects on military victory options.
Finally the optimal distance is in fact based on your expected city sizes when the game is over. ICSing causes such a rapid growth that one is usually able to eliminate all opposition long before you get to max city sizes so distances of 10 between cities does not apply to an ICSer... unless of course the benifits are not enough to criple everyone else by then.
Anyway I must go now... til the 'morrow.
Gedrin
You make some excellent points.
The lower city limits will make ICSing less effective. It is the city sphere thing that I have my doubts about.
With respect to point 1) RE: concentration of effort.
Let me first state that I do not know how that is going to work. Having said that however I infer from what I have read that this is done via specialists. Otherwise the statement that a size 6 city with X workers works the sum of 8 tiles * X/6 would not be correct. Workers would still be placed by the program in this event. I get the impression that it is more generic than that and you simply get a percentage of all the terrain without any picking and choosing taking place.
With respect to point 2) RE: Government thresholds.
Lower thresholds do reduce the potential of ICS by lowering the wall so to speak. However is a player who controls half the map with 50 cities on it ICSing or just doing well. Is a player who controls 1/4 the map with 25 cities ICSing or doing well to any lesser degree? I see ICS as the strategy of rushing to the city limit as fast as possible and foresaking all else. Lower city limits just lower the potential gains by this but they do not invalidate the strategy.
Let me elaborate by example. We have a player who rushes the the city limit of say 10 and another who plods to it on identical terrain with identical city placement. Once there they both stay at 10 until both have the same total pop.
Do we have distilled out the effects of terrain, city placement and capital distance in this little thought experiment.
My assertion is that the player who rushes to the city limit will have worked more total tile turns than a player who plods to the city limit by the time they are equal in population. In addition since the 'rusher' has more smaller cities for longer than the 'ploder', the 'rusher' if far more able to exclude poor terrain tiles within the sample terrain even though the cities are in the exact same location. This assumes of course that cities are logically placed within good terrain and away from poor terrain. Thus the 'rusher' can make better use of his workers within this time since poor tiles do not begin to get worked until later.
Also consider that when comparing city pops it is more appropriate to consider the number of tile turns it took to produce the food to get that pop.
Size 1 cities work 2 tiles per turn effectively and require X food to grow... whatever X is.
Size 2 cities work 3 tiles per turn effectively and require 2X food to grow... whatever X is.
The required food has increased 100% while the effective tiles worked only increased 50%.
Hmmm... but then again, this is the whole crux of ICS so not to relevant to discusions of specific CTPII impacts on it...
Lower city limits are not unique to CTPII. I was focusing on the new provisions in CTPII and their effects on ICS. Also lower city limits has profoundly negative effects on military victory options.
Finally the optimal distance is in fact based on your expected city sizes when the game is over. ICSing causes such a rapid growth that one is usually able to eliminate all opposition long before you get to max city sizes so distances of 10 between cities does not apply to an ICSer... unless of course the benifits are not enough to criple everyone else by then.
Anyway I must go now... til the 'morrow.
Gedrin
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