Finding the proper difficulty setting

justanick

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And the second thing every civ player should learn is that the AI is a cheating bastard.

May I know how is AI a cheating bastard.

The so-called 'difficulty levels' are never achieved through the AI getting smarter. They're achieved by that |@#!"·ing scum of a cheat being given perks and you being given, say, more and more unhappy citizens.

Yeah I think you're right.

The fewer content citizens are somewhat minor. The greatest issue is costs for growth, production anf research. At Sid AI has to pay only 40% of what the human player needs to pay. At Deity it is 60%, at emperor 80% and 100% at regent. Regent is the so called standard difficulty as neither human nor AI cheat. Below that things are riggged in favour of the human. There AI has to pay 120% or even 200% of what you have to pay. On Chieftain you can even trigger more than one golden age.

That partly exlains my reluctance to give advise on your Chieftain game. Switch to Sid and i will be more than happy to oblige. Switching from Chieftain to Sid directlly is probably not the best idea, though. For starting to learn C3C it is probably best to play at Emperor. Given the dumbness of AI that is still fairly easy. Emperor is the highest difficulty at which AI receives no additional settlers at the start. The switch from Emperor to Demigod is the first severe increasement in difficulty. The second servere switch if from Deity to Sid.

For now i suggest you try your luck at emperor. Playing at lower settings may have adverse effects on your skills as even with many bad choices your can win at great easy. And as strange as it may sound for you right now you can make quite some mistakes on Deity and still win.

On Chieftain you can even trigger more than one golden age.

Holy Cow! :eek:

On Chieftain you can even trigger more than one golden age.

Are you completely sure about that? This is the first time I've heard (rather read) something like this. I mean have u actually done or seen it yourself ? Also if it were so then why wouldn't people like SirPleb, Sandman, Ronald and others use this in their fastest Diplo victory attempts.

On Chieftain you can even trigger more than one golden age.

How???

I did not care to test it myself. I assume it is one via wonders and a second one via units.

Also if it were so then why wouldn't people like SirPleb, Sandman, Ronald and others use this in their fastest Diplo victory attempts.

Those victories are limited by 4 turns per tech. A second golden age would likely grant no advanage in terms of turns.

What? No, Scientific Ages, yes, but the limit for Golden Ages ias hard-coded as one per faction per game.

Those victories are limited by 4 turns per tech. A second golden age would likely grant no advanage in terms of turns.

2 golden ages, 1 at the beginning of the middle ages and the other at the advent of IA can drastically reduce the amount of tweaking and the turns spent in settling science farms. I think I'll test it the next time I play on Chieftain. [emoji12]

For now i suggest you try your luck at emperor. Playing at lower settings may have adverse effects on your skills as even with many bad choices your can win at great easy. And as strange as it may sound for you right now you can make quite some mistakes on Deity and still win.

This depends entirely on what your objectives with the game are to be honest. The biggest differences between the levels are simply a question of patience and personal objective.

If the game had a Sid+ level, then you'd be bleating on about that all the time and advising people not to bother with Sid level, because your motivation is to simply beat the best of what's available, and nothing more.

Most Civ players (though probably not most on the specialised forums) have a different simple agenda of just playing a fun fantasy empire building game where the AI is a comparative competitor rather than a tool to be jacked around for training purposes. They don't want to have to worry about every action in every turn, spending a whole hour per turn and micromanaging 150 workers and 33 pollution spots.

Because there's this other aspect of humanity which the more spock-like don't understand - that of the mild epilepsy-like and memory-draining screen hopping required to manage all the nooks and crannies the game could possibly have to offer. Most people just want to play "the game as it was meant to be played" - which is Regent level, and, for these people, there aren't any other difficulty levels other the training levels of Chieftan and Warlord and the expert levels of Monarch and Emperor for if they ever fancy a bit of masochistic 'hardcoring'.

The amount of people who 'relax' at After-Emperor is incredibly small and if the Hall of Fame didn't exist then barely anyone would bother. Because you have to start treating it like work rather than like play, even if, for you, work is play.

It's great that there's people out there who want to push the limits of the game to the max, the best of experts, but for the purposes of recommending the 'correct' level to base your play on, that would be Regent, as Regent is the only 'proper' level.

This depends entirely on what your objectives with the game are to be honest. The biggest differences between the levels are simply a question of patience and personal objective.

Sure, but then there is the question why advise is needed in the first place. For me the biggest difference is research costs. Below Sid 4 turns per tech is reached far too easy far too early. Any further improvement in research output goes essentialy into waste. That frustrates me.

If the game had a Sid+ level,

There is. You simply need to make it via the editor. That does not take long as Bamspeedy has proven. Playing at such levels however takes some time. Actually regular Sid usually proves to be challenge enough. For a more casual gameplay Deity is sufficiently easy. There is quite a portion of players how manage Deity at some ease. Becoming one of those players is a realistic goal. One should not be too afraid of losing, though. Winning usualy comes at the price of occasionally losing aswell. If it does not difficulty is too low. ;)

Most Civ players (though probably not most on the specialised forums) have a different simple agenda of just playing a fun fantasy empire building game where the AI is a comparative competitor rather than a tool to be jacked around for training purposes. They don't want to have to worry about every action in every turn, spending a whole hour per turn and micromanaging 150 workers and 33 pollution spots.

Because there's this other aspect of humanity which the more spock-like don't understand - that of the mild epilepsy-like and memory-draining screen hopping required to manage all the nooks and crannies the game could possibly have to offer. Most people just want to play "the game as it was meant to be played" - which is Regent level, and, for these people, there aren't any other difficulty levels other the training levels of Chieftan and Warlord and the expert levels of Monarch and Emperor for if they ever fancy a bit of masochistic 'hardcoring'.
Well, I guess people are "different". Let me give you an example: assume you are a chess grandmaster and the only opponents you ever get to play with are beginners who just barely know how to push the pieces. You win all your games, but it is no fun at all for you, because all you have to do is just "collect the pieces they are dropping left and right", so it does not give you any satisfaction, since it is no achievement at all. It's just boring.
But if you get another grandmaster as opponent, it's a real challenge. Now if you want to win, you have to think up some deep strategy, find some brilliant moves, calculate a 10 move deep winning combination, etc. It's a huge effort, but when you win, you feel great, because it's been a real achievement!

Same for civilization players like me or justanick: playing on Regent is so boring, because it is no challenge at all. You can play as stupidly as you want to - the outcome will never be in doubt. And what is the fun of playing a game, if you know right from the start that you're going win, no matter what you do.... It doesn't feel great, because it's no achievement. Nothing to feel proud about. When playing Deity/Sid, you will lose a game occasionally ("no risk, no fun"... ;)), but when you win, it feels great.

I accept, that there are people who just like to play around a bit, relax and have fun. That's fine, it's a free country. But you must also accept, that other people enjoy solving difficult intellectual challenges. I think it's not fair of you to call them spock-like, epileptic, masochistic or what not. Or do you also ridicule chess grandmasters who spend years studying all the fine nuances of chess strategy, because that is what they love to do? Or scientists who spend their life on trying to understand all the nooks and crannies of molecular biology, so they can eventually find a cure for Cancer, Ebola, AIDS, etc? Everybody is free to pursue their interests as they like it best. (As long as it doesn't interfere with the freedom of others.) No need to ridicule anybody.

That's the thing, I'm not ridiculing anyone, it just sounds like that because there's a certain amount of natural ridicule in the mindset of someone who becomes a grandmaster and then expects to find new challenges.

There's also something called self-nerfing. Even the Hall of Fame applies self-nerfs in the form of accepting or rejecting obvious cheese mechanics and roflstomp exploits.

Further to that, there's almost unlimited modding abilities which enable you to almost completely make a completely different game, so, instead of raising the difficulty you can just change the rules.

On top of that, you could just choose to play on harder settings...

I'll never forget the time I had a huge argument with HoF fanatic Spponwood and then in a later thread he shows this screenshot from one of his high level HoF games - oh look, he's started right bang in the middle of a gigantic river complex surrounded by Grassland Corn and Cows, AI Agressiveness at minimum, no Barbarians etc etc etc...

How about starting on a small, isolated pure Tundra island with no freshwater on a Huge 5 billion map with 10 Agricultural and Scientific and Seafaring Civs all staring on big cow/river strewn islands, oh, and some raging Barbarians and AI Agressiveness set to maximum...

Yes, still 'winnable', but it's still offering you a completely different difficulty curve without changing levels...

To whit the point is, HoF fails mainly because it only sees one game option, to whit everyone just reloads until they have the optimum start, when, in reality, the small Tundra Island on Emperor is more 'interesting' for the concept of 'fame' than Grassland Cow River start number 4,798, regardless of leader moniker difficulty.

Well, here we are on the same page. The HoF also isn't for me... Re-rolling (or even using a program that generates thousands of maps and checks them for enough cows) until you get the perfect starting conditions, is not my cup of tea. If I start a game, I finish it, even if it ends in a loss.
(But once I started a game, I still try to press the maximum out of the given start conditions by any means I have learned, including what you might call "cheese mechanics" or "roflstomp exploits"... ;) BTW: what does "roflstomp" mean? Leo doesn't have it.)

BTW: what does "roflstomp" mean? Leo doesn't have it.)

It's a word to represent an image of a person who's just found an amazing exploit that enables them to auto-win everything, mainly originating from PvP tournaments where laughing at the loser is the privilege of the dominant winner. It's something that makes a game laughably easy, like modding in an axe of fire +10 at the beginning of an RPG so you can, laughing like a psycopath, roflstomp the Goblins. A combination of laughably easy and excessive force like a boot squashing an ant.

Aww, keep it light guys. I was enjoying that convo muchly.

So did i. Therefore i copied this discussion so we can continue it in civilised manner without flooding the 'Newbie' Questions thread with it. :)
 
Well, whenever I mention about how HoF only records one specific form of difficulty setting I tend to get set on like an extra in a horror movie.

The point I make is that the game has lots of interchangeable difficulty settings before you even choose what level you wish to play at. You press New Game and you get choices:

Size: Tiny, Small, Standard, Large, Huge, Random
Barbarians: None, Sedentary, Roaming, Restless, Raging, Random
Landmass: Pangaea, Continents, Archipelago
Water Coverage: 60%, 70%, 80%
Climate: Arid, Normal, Wet
Temperature: Warm, Temperate, Cool
Age: 3 Billion, 4 Billion, 5 Billion

Which all effect the difficulty of the game you'll be playing and how you'll approach the game - possibly even making random the hardest setting as it prevents you from any kind of initial planning mindset.

Then you get a whole new page of choices:

Your Civilisation - One of 31 + Random
Opposing Civilisation - Between one and fifteen rival either of your choice or Random
AI Aggression - Least aggressive, Less Aggressive, Normal, More Aggressive, Most Aggressive.

Then, and only then, do you get the level choice of:

Chieftain, Warlord, Regent, Monarch, Emperor, Demigod, Deity, Sid.

So if someone plays easy setting, easy setting, easy setting, easy setting, easy setting, easy setting, hard level

it is different to someone playing hard setting, hard setting, easy setting, easy setting, hard setting, hard setting, easy level

The game is quite specific/obvious about what base setting the game is designed to played at:

Standard - Roaming - Pangaea - 70% - Normal - Temperate - 4 Billion - Any - Culturally Linked - Normal - Regent (no bonuses to either you or the AI)

So, without changing the Regent setting, you can make your game 'harder' (in terms of completion date before 2050) by choosing:

Huge - Raging - Archipelago - 80% - Arid - Cool - 3 Billion - A civ that is not suited to the environment - Selected good civs for the environment - Most Aggressive - Regent

And you have a completely different set of expectations for finish date and recommended advice of how best to take advantage of your environment, tricks and techniques.

And then, the final roll of the difficulty dice is start location. From isolated pure Tundra island to an island with a fair bit of Grassland and a river or two and all inbetween, to which, IMO, all HoF games should have a difficulty identifier next to the game to show how easy/hard the starting location was, some kind of 1-10 scoring system where 1 is easiest and 10 is hardest. This would be more subjective but, for the experienced, it should be fairly obvious how easy/hard a start is depending on all the factors involved - such as luxury/resource/freshwater availability, at capital, nearby, far, none/conquest/distant exploration, how close/far other civs start to you and who they are etc etc.

My conclusion being that the common advice that "staying at the lower levels teaches you bad tricks" is relevant because the current HoF system encourages its own bad tricks by demanding people only ever train themselves in easy settings and reloaded, always the same starts.

A good example of this was when I posted a an interesting Deity tiny map and both Spoonwood and VMXA had a go at it. Spoonwood, the HoF pro had a lot of difficulties initially, whereas VMXA, just a forum pro, completed it first and with the least grief. Because the HoF teaches a very narrow path, like cramming for a specific exam, whereas the whole universe of Civ, which covers every aspect of the game's potential, involves a lot more adaptiveness and a larger leeway for error than simply Map size, victory condition and level.

For example, if you start on a pure Tundra island, then the age old adage of Workers, Workers and more Workers, would be entirely incorrect, as Tundra has some pretty steep limitations to Worker requirement.
 
so we can continue it in civilised manner without flooding the 'Newbie' Questions thread with it. :)

Good idea! :goodjob:

Buttercup really makes a good point here. (Which basically coincide with my reason for not playing for the HoF. And which is the reason why I like the GOTM competition so much: in the GOTM you will get good starts, bad starts, Pangea, Archipelago, powerful agricultural civs and weak outsider civs, and what ever the game designer throws at you, you will have to try and make the best out of it... (Anybody still remember the "Warlord" GOTM 102? :D That was much harder than the "Demigod" COTM 112 we just finished...)

But I have two objections:
a) Choosing Archipelago, 80% water instead of Pangea, 60% water doesn't necessarily make the game harder. ;) On the higher difficulty levels, Archipelago, 80% will be much easier for the human player, because the AI will be isolated until Navigation and will drown in unit upkeep on their small islands, while the human player can benefit from tech brokering. On the lower difficulty levels, however, Pangea, 60% is easier for the human player, as he can quickly swallow a couple of neighbors and expand that way.
b) Not all HoF players are bad. In fact, I think there are some HoF players who are also pretty strong "alround players" that would no doubt manage to get the optimum form a tundra start as well.

So what is the "right" difficulty level? Let me try and offer an answer:
"The one where you win half your games and lose the other half."

If you win more often, it's too easy, and if you lose more often, you'll get frustrated and de-motivated, so you will probably neither be able to improve nor enjoy your game.
 
So what is the "right" difficulty level? Let me try and offer an answer:
"The one where you win half your games and lose the other half."

That sounds about right.

One important setting Buttercup did not mention is cultural flips. If you deactivate those Sid will play like Deity etc.. If you donnot have to care about culture, can spend all shields on military instead and can overtake everything AI has generously build up for you without risking cultural flips, than things get a lot easier.
 
I thought I'd revive this thread rather than start a new one - given excellent post by Buttercup. I play with a friend and both of us find vanilla Emperor far too easy now, but the next difficulty level up way, way too hard. We are fairly casual players and don't seek to be grand masters knowing precise micro-strategies and all that. We just play for fun. Multiplayer, 6 AI, 2x humans trying to play games where either human or any of the AI have a chance of victory. Given the multiplayer limitation we play small and standard maps (usually archipelagos with 60% water and me customising the map to ensure fresh water supplies on every island, but really land type doesn't seem to make things easier or harder).

I tried giving the AI more starting units (workers and warriors), but that isn't difficult enough. I then tried giving the AI an extra settler and it pummels us into submission. My friend also hates raging barbarians (which too me is the next most obvious difficulty tool) and if there is too much corruption or rubbish land the game isn't fun for us (so I want to avoid that). Even if I play inappropriate Civs for the map and give the AI the best Civs for the map, they still don't give us a challenge in vanilla Emperor.

So my question would be, can anyone suggest the most suitable options for customising the game settings in the editor to create a big step up in Emperor difficulty that isn't:
- raging barbarians
- increased player corruption
- deliberately rubbish land
- an extra AI settler

An alternative solution might be to give the AI an extra settler, but then make the AI weaker than Emperor through other rules (incase that is easier).

Also the single player aggression slider doesn't seem to be available in multiplayer. Is it somewhere in the Editor, or would I need to manually adjust the aggression of all 31 Civs?

And finally. Would 8x Civs on a smaller map be considered harder or easier than 8x Civs on a standard map? Or is that just not relevant?

Thanks in advance for any suggestions.
 
In my opinion the best way to adjust the difficulty settings is to remove all the extra starting units for AI.

-remove all extra starting units for Monarch to Sid.
-reduce the cost factor for Monarch to Deity by 1. So that is 8 for Monarch, 7 for Emperor, 6 for Demigod, 5 for Deity and still 4 for Sid. No need to make Sid harder.

This will give the AI no initial advantage, but only a long term one. Anything between Monarch and Deity should play reasonably well for reasonably good but not overly strong players.
 
In my opinion the best way to adjust the difficulty settings is to remove all the extra starting units for AI.

-remove all extra starting units for Monarch to Sid.
-reduce the cost factor for Monarch to Deity by 1. So that is 8 for Monarch, 7 for Emperor, 6 for Demigod, 5 for Deity and still 4 for Sid. No need to make Sid harder.

This will give the AI no initial advantage, but only a long term one. Anything between Monarch and Deity should play reasonably well for reasonably good but not overly strong players.

I think we might have an early winner here! I didn't know what that Cost Factor meant until I looked it up just now. Something that makes the mid and late game harder has been the holy grail for me. I either get destroyed very early (too hard) or survive and become comfortable in the Middle Ages with almost no danger of being destroyed. Extra starting units increases the risk of being destroyed early, whereas your suggestion means it'll be a more even start, but that the AI will continue to have advantages throughout the entire game. This hopefully means I won't get to that relaxed feeling in the middle ages but will be kept on my toes.

Plus I hated extra starting units because I felt it kind of undermines the raison d'etre of the Expansionist trait (already weak) if the non-expansionist Civs all run about with lots of units straight away (popping huts and making early contact with other Civs). Thank you, I'm going to test this today with my fussy friend!
 
I may be going mad, but I've never really struggled on Emperor on small maps, and reducing the AI costpoint worked well and made it a very difficult challenge. So thanks again for that advice.

But as soon as I go on standard size, even without raising the difficulty but reducing the cost point, it becomes a lot more difficult. My friend and I usually have to bail on the game early on or join forces to just barely survive for as long as we can.

We used to only play on small but are transitioning to standard size, so I think I'm going to have to create two different difficulty levels.

- Emperor minus one cost point for small maps.
- Monarchy minus one cost point for standard maps.
 
A very interesting formula, thanks. I think I may also be reducing difficulty on small maps by squeezing in 8 Civs rather than the default amount of 6. Which also doubtless messes up that research formula.
 
Having done testing on this, and at the risk of stating something obvious, I thought I'd mention that the way that I'm finding the most effective to test difficulty settings to find a suitable combination for me (up to Emperor difficulty at least). I host a multiplayer game with 7x AI in it and I load up a map with my custom difficulty settings. That way you see the Civ scores of all the AI from the first turn and can compare yourself against them (and better take into account any blips they might have that would otherwise skew your conclusions). After 30-60mins I can generally evaluate the difficulty as follows.

i) If I'm in the top 4 scores, the difficulty will be too easy and the AI will be unable to have much influence on how I choose to play the game.
ii) If I'm last and say 10% lower than the 7th placed AI, it is going to be too difficult and I'm probably not going to survive more than a couple of very unrewarding hours.
iii) the sweet spot is being 7th or last but very close to 7th. This seems to result in an engaging challenge where I have a fight on my hand to secure sufficient territory and might have to resort to military means. Win or lose, I will be stimulated and entertained.

No, the formula will still work fine.

I see, because the formula applies to both the AI and player. From testing, I think there is definitely a relationship between available land and difficulty. The lower the amount of available land per AI, the worse they seem to perform. I have no explanation for that (perhaps the AI struggles to work out what to do when it runs out of space and is too slow to transition to military action or colonising islands?), but its the rule of thumb I'll be using now when tweaking difficulty. All things being equal, a 60% water seems to be a tougher challenge than a 70% water, a standard map will be a tougher challenge than small. So that's when I'll start messing with cost factors, barbarian settings, or hand selecting weak/strong opponents.
 
That way you see the Civ scores of all the AI from the first turn and can compare yourself against them (and better take into account any blips they might have that would otherwise skew your conclusions).

Those scores are not a good indicator.
 
Those scores are not a good indicator.

I have to disagree. The higher the difficulty level, the faster the AI scores rise. If they have extra starting units or a lower cost factor (as per higher difficulties) then the score will rise faster.

A players performance relative to those AI scores is entirely an indicator of their likely relative performance; both later in that game and generally in a different game with identical game settings.
 
The higher the difficulty level, the faster the AI scores rise.

Yes. In fact the higher the difficulty setting, the higher your scores rises, too.

Early on score is mainly an indicator for accumulated territory weighted by the amount of turns. Later on population and happiness matter. But excessive happiness is not a good thing and a larger than useful territory is not that good either. It is quite possible to be clearly inferior in score, but building up a decisive advantage against the competition nonetheless. Productivity in F11 would be a more useful indicator as it is counting your yields past corruption and food consumption.

https://forums.civfanatics.com/threads/maximizing-your-score.18729/
https://forums.civfanatics.com/threads/how-the-demographics-works.37033/
 
Yes. In fact the higher the difficulty setting, the higher your scores rises, too.

Early on score is mainly an indicator for accumulated territory weighted by the amount of turns. Later on population and happiness matter. But excessive happiness is not a good thing and a larger than useful territory is not that good either. It is quite possible to be clearly inferior in score, but building up a decisive advantage against the competition nonetheless. Productivity in F11 would be a more useful indicator as it is counting your yields past corruption and food consumption.

https://forums.civfanatics.com/threads/maximizing-your-score.18729/
https://forums.civfanatics.com/threads/how-the-demographics-works.37033/

Very helpful as ever. I suppose to clarify, when I say I am running the game against the AI for 30-60 minutes, I am very blandly repeating the expansion phase only. I'm not amassing armies (power but no score), I'm not doing infinite city sprawl (amassing population without territory) and I'm not really doing anything different from game to game. I try to keep my performance as consistent as possible because the purpose is to evaluate difficulty after 30-60mins then stop. This combined with the relative consistency of AI behaviour in those first 30-60mins (i.e. focussing on their own expansion) means that the amount of variables at play in those initial 30-60mins feels a lot less than if I'd extended the game time to 60-90mins (when warfare would, as you point out, really undermine any conclusions to be drawn by comparing 1x human score against 7x AI scores).

I appreciate that the level modifier for the human players scores makes drawing conclusions more challenging, but I can't think of a better way to go about it and I'm happy with the results so far (I had been really floundering over getting a well balanced challenge prior to reviving this thread). Despite that modifier, it is reasonable to say that the human player's score relative to the AI will, on average, decrease as the difficulty level rises. So it can be factored in to calculations of potential future difficulty by looking at the human score relative to the AI score. I would never propose comparing the human score to human scores (or the AI to AI score) across difficulty levels or even across games on the same difficulty level (as neither will tell you a whole lot and there are so many variables).

If you are settled on a single difficulty level and simply modifying all of the other available variables, then the difficulty modifier in the 'maximising your score' thread equation will presumably not come into play.
 
Isn't infinite city sprawl "amassing territory without population"? :confused:

I will take your word for it as it isnt something I do. I am working on the assumption that most players doing infinite city sprawl are not creating cultural buildings (expanding borders) and are possibly using forced labour (and therefore may score lower in a 30-60 minute game start than using more AI-esque expansion rules in terms of city spacing and culture). Maybe I'm wrong on that and they score at a similar rate (even as ICS gains more unsecured power).
 
Isn't infinite city sprawl "amassing territory without population"? :confused:

I would disagree. The amount of worked tiles per covered tiles will be higher than if settling farther apart. So "amassing population without territory" is a valid if oversimplifiying way to summarize it.

The idea is to amass economic output and ICS implies that rank corruption hits in when covering less territory. Hence one needs to get more out of this limited territory. Overlapping use of tiles with 3+ food is part of that as is maximizing the amount of towns at fresh water. The Maya are suited well for this approach, as are the Iroquois with their lowered rank corruption.

I will take your word for it as it isnt something I do. I am working on the assumption that most players doing infinite city sprawl are not creating cultural buildings (expanding borders) and are possibly using forced labour (and therefore may score lower in a 30-60 minute game start than using more AI-esque expansion rules in terms of city spacing and culture). Maybe I'm wrong on that and they score at a similar rate (even as ICS gains more unsecured power).

Forced labour will hardly pay off unless you have reached the corruption limit. But any sensible player will not do that much unless going for 100k culture victory. At low corruption fored labour will avoid more output than it gains. At high corruption the amassed unhappiness is a serios problem that is reduced by only 1 per 20 turns, hence whipping only 1 citizen way per 20 turns is viable in the long run.

I would not do a true ICS. But while still in despotism it can be reasonably close to the idea. Much later in the game a few abundant cities will be abandoned to get to something like 16 tiles per metropolis.

The main idea is to get the economy going in the first 150 turns. Get effectivity even if that is at the expense of efficiency. After about turn 150 the focus changes towards efficiency, but working all tiles available will still be a paramount concern.
 
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