ICS, theoretical, Strategy Advice: (suggestions welcome!)

danaphanous

religious fanatic
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Sep 6, 2013
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This article has been edited due to new information:

Ever been interested in going wide but were frightened of hurting science or culture costs? Civ really punishes the wide, but it is still a possible, and actually a juggernaut strategy for science wins. Before people freak out, I know true ICS (infinite city sprawl) is not possible. And yes, infinite is impossible. At some point happiness will stop you cold. However, this strategy resembles ICS initially as it has the idea of spamming out cities early with the intention of doing better later as a result. Based on my understanding of mechanics, the strategy seems appropriate for two victory types: science and culture, but rewards science best provided you manage well.

IMPORTANT NOTE: I have found no way to go wide currently without hurting policy acquisition. I worked at the math a lot but found no way around this. Even with Liberty the %increase in cost per city is still 20% which is massive after policy 18. To offset this, focus on rapid acquisition of of policies early and target wonders that give policies. Also, use your plentiful cities to nab world fair/games to get those free policies and culture/tourism boosts. In the end though, you will have to settle for a few less policies in the end so be wise about your choice and maybe even policy save a bit for your ideology if it has some nice happiness-boosting tenets.

I would really like it if some experts could inform me better about the mechanics/correct my misconceptions but here's what I know:
1. "science costs increase by 5% standard, 3% large, 2% huge upon the founding of each consecutive city"

From this, I know immediately, as most players do, that you can always do "better" at science with more, developed cities. So how many can you get that will exceed their science cost? Turns out quite a lot. All we need to do is the following:
Make sure our science acquisition in every city is faster than the 5% penalty incurred. Get cities up to this point as quickly as possible after founding.

for reference: a science average for each age (2011 data or vanilla, might have changed now)

Spoiler :
(age, cost, 5% increase)
Ancient: 55, 2.75
Classical: 105, 5.25
Medieval, prior education: 335, 16.75
Medieval, after education: 460, 23
early renaissance: 790, 39.5
later renaissance: 1360, 68
industrial: 2800, 140
modern: 4700, 235
atomic: 5400, 270
information: 6000, 300


How to develop each new city?

Spoiler :
so each individual city should be paying off the extra 5% per age and not increasing tech turns to make it worth it. Note the opportunity cost and time to get the city up to speed is awful in the modern/atomic/information. I recommend your last settler push be industrial or earlier. In fact, late renaissance looks like your best bet to settle all cities before factories and other buildings start really ramping up population. You want all your cities started before factories and other building come on line as the required # of useful buildings skyrockets. With the goal of having all cities in place by end of late renaissance, all cities can be up to speed and good producers by mid-industrial which is ideal and there is nothing to do but secure as many happiness sources as possible and watch your large empire grow and science soar upwards.

Late renaissance the opportunity cost is still only 68 science per tech per new city. So as long as that new city can be worked to produce enough science to pay this off and not increase turns till acquisition the city is a good investment. This is hard to predict, but let's assume you are doing well at this point scientifically and techs are only costing you 7 turns (modest). That means you should shoot for each new city getting a science output of 68/7 or about 10 science, a nice round, even number. This is easy to do quickly if you plan ahead. Late renaissance has library, university, and public school available. This means each pop will yield 2 science, output is multiplied by 33%, and you can work at max one specialist. Conservatively, this means a pop-4 city with a library will yield 6 science, 8 with public school, and 10 with university. If the university is too expensive to get this early you can also just wait for pop 5 to get your 10 spt.

So all you really need is to save for the cost of 2 science buildings and rush pop growth. This is easily done by shipping food from a good city with granary to the new city. From experience, if you also purchase an aqueduct after pop 2 you can grow to pop 4 in about: 4+5+7 = 16 turns. Jesuit education can really help you for later-founded cities too. AFter passing the critical point leave the city be, after 4-pop it quickly makes itself a firm science-positive in your empire and later will have nice production and infrastructure. Get as many of these cities up as possible early. The goal is not to build them all in the renaissance just finish by the end. Actually, the trend shows cities are almost always worth it early as the opportunity cost is a pittance in the ancient/classical. It is even easier to get them up and net-positive any earlier age.


Happiness Discussion:

Spoiler :
Practically, you will stall in tall population if you go too wide and don't have the happiness to support it which is why I recommend getting as many extra happy buildings as possible and choosing happy tenets such as patronage. Definitely grab forbidden palace as a #1 priority as this will allow a huge growth boost potential = more science as well. Notre Dame becomes great too though lesser. Even utilizing all sources of happiness you eventually have problems going too wide but with science as wide as possible is good as there is no downside with the flat +5% if you can stay happy. The only exception is your capital. As the probable site of national college let it grow continuously as a priority. Same with jungle and observatory cities of course. You can look ahead and see happiness problems and shoot for the tenets/techs/ideologies that will free you up some more.


1. A good rule of thumb I've found is if you can support all your cities in happiness with a population close to 10 on average around the time zoos are becoming available, then the benefits later from tenets, ideologies, wonders, etc. will cause all these cities to become very good, if you have several that stall less than 5 pop you will continue to have problems, so don't build more if you hit this point. Note that with zoos + stadium that raises the base cap for each city by 6, meaning each city will later support a max of 16 population by itself with no outside help. Tenets, forbidden palace, wonders, and late-aquisitions of luxuries, etc. will make up the rest putting every city in the 20-30 pop range for massive science.


For best results:

1. Found a pantheon/religion that includes:
a) religious buildings with happiness: pagoda preferred but also mosque if you can get both
b) Swords into Plowshares/Fertility Rites:
c) Tithe.
Spoiler :
Pagoda is a maintenance free extra +2 happiness plus some passive culture/faith which will be a huge boon going wide and help with policies and future purchases. The extra growth cuts down the time required to get new cities up to scientific standards very quickly bc pop grows very rapidly (the main limitation for new cities). Having tithe will allow you to rake in a lot of extra gold as your population grows which it will rapidly with this strategy. A successful religion will probably have 1-2 other civs following it for significantly more gpt as well. I frequently rake in an extra 100 gpt from tithe. which allows me to buy buildings I'm behind on in slow cities. any other happiness belief is good too as it will be your main limiter in growing to good cities.

2. Go liberty and get the policy cost reducer
3. Settle near as many horses/stone/ivory as possible for the extra circus/stone works happiness.
4. be egypt for burial tomb, India for reduced large-city unhappiness, or rome for their 25% reduction in future building costs already built in capital. This will allow your cities to quickly become proficient way faster than other civs and really cut down on down-times reducing loss of new cities.
5. nabbing the pantheon for +2 science per city connection and Jesuit education in religion really help too.
Spoiler :
The pantheon is undestimated but can significantly put you ahead if you get it early when science output is small (15% or so). The Jesuit Education will give you a use for a large-faith generating empire which wide with pagoda will do. Get a second religious building like mosque if possible for even better faith results.


If you guys want me to run some numbers on happiness and what is the optimum ICS-empire size by this point then I can, but I haven't looked into it because there are so many happiness strategies. My guess is you could probably support 15-20 well-developed cities if you chose all the happy-generating options. India, especially would be slow expanding but way less unhappiness if you wanted all of those founded ones to be large (ideal for this strategy, you don't want any population-nerfed cities). Most people consider them bad for ICS, they are actually the best I can think of if you want decent-sized cities, as founding cost is only 3 (doubled to 6 for india) but from then on all population unhappiness is halved. So if you shoot for all your cities to eventually be between size 20-30 your gains will be 10 to 15 -3 in happiness per city or 7-12, still huge. So India is probably the optimum civ for this kind of strategy. Rome also complements well as another problem you will have is not being able to catch up in buildings for your later cities. Having the extra tithe income and jesuit education really helps with this too as you can buy a lot of your lagging buildings.

As a quick example with India:

Spoiler :

Happiness cost: 6 + 0.5*pop
happiness gen: colloseum+2,zoo+2,Pagoda+2,stadium+4, City connection+1 = 11 happiness supported every city

this is a 10-pop city automatically not even counting:
luxuries, stone works, circus, mosques, Natural Wonders - each point will allow you to add +2 more pop somewhere. It is easy to see that India is very doable on ICS. This doesn't even look at global modifiers like Forbidden Palace (lesser for India) or tenets like 1/2 unhappiness per specialist (which allows India to support 4 per happy face). I mean to play a game with them like this for science but haven't yet. I'll post pics eventually. They look great on paper though. I'm guessing their unique abilities should allow them to support 40% more cities before they run into problems.
 
So, don't build more than 16 cities if you want a fast science victory? I agree. I'd even say you don't need more than 8-10 for that. Ideal science path would be - settle 4 cities, capture another 4 - 6 cities, unlock research labs - win. The game should end before you settle/capture Nth city.

It's a bit different with domination though. You will be converting thousands of gold, brought by conquest into: culture, (through city states), science (buildings), army, with additional side effect of good happiness and frequent golden ages. Culture hardly suffers, in my experience, with 12 turns per policy (rate) after first 5 - 6 cities are captured. Science is less important in domination, but then again you can use some of your loot to buy science buildings in newly captured cities, effectively breaking even scientifically with every new city pretty rapidly.

And then there are sacred sites. A strategy, which completely removes significance of science after a certain point.

Settling cities infinitely in science victory is, indeed, counterproductive, but there are more ways than one to practice settling/capturing cities constantly to achieve certain victory types.
 
Re point 3, you forget culture from terrain (France, Polynesia, Brazil), which is somewhat dependent on pop, because you need pop to work those tiles and often other pop to work food positive tiles.
 
Jesuit Education will help with the science problem. But since the AI loves Jesuit Education you would have to let an AI religion take over your empire.
 
Re point 3, you forget culture from terrain (France, Polynesia, Brazil), which is somewhat dependent on pop, because you need pop to work those tiles and often other pop to work food positive tiles.

ahh, right. I was thinking about the religion theming but yes, some cultures automatically have culture improvements actually allowing them to go way wider, potentially for culture early before they hit diminishing returns. Note that since the percentage points are only 3.337% for culture that actually having more culture options like tile improvements enables you to go way wider. Sure you have more culture to overcome in the core (net deficit is initially bigger) but it is also quite easy to beat the deficit if you grow quickly and build a few more of the tile-culture spots. Also note that all these calculations are for standard. I think on huge the multipliers scale down? Can anyone confirm this?

Religion can actually be a massive boon if you are going wide. The unique buildings allow you extra happiness, culture, and faith for purchasing more buildings. And yes, I did not think about it but Jesuit Education could help too if you can get it before the AI.
 
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