Alternate ICS Strategies

As another point of reference, I won by Diplo on turn 237 on Deity using a pure ICS France build (Liberty through Meritocracy, Order through Communism, Freedom near the end).

I'm still blown away that ICS teching is that slow early on. I have a warmonger puppeting Diplo win on turn 210 with China before they nerfed my puppets, and that was only 15-20 cities IIRC.

To get your opinion, does this seem sound: ignore policies (except maybe base Liberty), build 4-5 cities (perhaps 1-2 more with France), go for Horsemen, conquest my continent with puppeting, beeline for Education, grab Rationalism/Freedom policies, beeline Biology, grab Order policies, spam cities/annex (all assuming I build science buildings ASAP and staff them)?

That's more or less the way I go. There are three major differences:
- A nearby neighbor results in a turn 26-30 Warrior rush, rather than a Horse rush a bit later on.
- I skip Order. I don't think I could get enough Culture even with France.
- I settle like an ICS early on, get all of my cities, then stop building Settlers entirely. The net benefit of another city is pretty much zero once you have enough cities that all will produce a GS before the game ends. 12-15 cities seems to be the right number for the Babs.

And I agree wholeheartedly, Sullla. With Civ 4 as a guide, we should still be figuring out how to beat Deity, not how to thrash it as thoroughly as possible.
 
Oh I'm not saying there's anything wrong with chasing high score, far from it. While it doesn't appeal to me personally, I know that optimizing the most perfect victory possible is something that others love to do (such as the whole Hall of Fame system at CivFanatics). What's disappointing is how quickly we reached the point where chasing high score is all that's left to do. I mean, now that you guys are already curb-stomping the AI on Immortal and Deity, it rules out most of the fun in any kind of "normal" scenario. I don't have any doubt that someone could already play and win an Always War game on Deity (with a Pangaea map) so long as they had a reasonable starting position.

It feels to me as though that's the sort of thing that should be going on late in a game's lifecycle, not mere weeks after the release. But anyway, I wish those of you who enjoy chasing high score/fast finishes the best of luck. How long until we get a Diplo victory in under 200 turns? With Babylon, you could probably win very, very quickly. Under 150 turns?!? Well, have fun. :D
 
Well I am getting some interesting, and largely positive, results so far in my experimental "ICS based" Commerce/Order variant. I am not going to go into the actual game playdetail here, I may save that for opening a thread devoted to a detailed analysis of a future such game. For now some general observations:

1) Premise: For ICS-based strategies to be optimal, it should be optimal on a variety of randomly generated non-Archipelago maps, and for any civ. Archipelago is considered beyond the limits of this scenario, which does contain an important land-based component. What if the RMG gives a map with a high coastline / landmass ratio, and or a (young or arid or both) landmass? The assumption here is that this will constrict TP spam, a linchpin of ICS based strategies (or ICS-BS :lol:). As you hit the TP-able hex limit, a long term tendency for gold surplus to stagnate will emerge and can be countered by gold multiplier buildings in certain cities and cash sales or warmongering (for both cash and TP lebensraum). In addition TP spam will keep your average ICS city population low, lowering the average gold yield from trade routes. Finally, these same map limitations will lower the efficiency of the overall ICS matrix topology, as one works around the coastline, mountain and desert limitations.

2) Test Specs: All-Standard, Small continents w/ Low sea level & Old earth, Temperate; Mongols. We want to examine the effects of coastlines in isolation from those of deserts and mountains, therefore Old earth, non-Arid. Unlike the latter, coastlines allow seaborne trade routes without roads via Harbors, whose maintenance is constant over distance. We also want to minimize early AI interference in order to focus on the early strategic setup, and Small continents tends to disperse the AI enough to accomplish this. (Aside: A neighboring Songhai across a strait won't hesitate to swarm you over water early game, including with several triremes, I found out in a precious game). OTOH we don't want the coastline / landmass ratio to approach archipelago limits, hence the Low sea. Why Mongols? Well, just because I hadn't played them yet, and their UA/UU is rendered a largely useless novelty as I want to leverage CSs and remain peaceful as long as possible. IOW, they meet the requirement of "any civ", although I got a great sense of security deploying 4 horse + 2-3 Keshiks (high mobility Catapults!) + Mongke GG on the large stretch of desert that separated my large peninsula start from the nearest AI (Siam).

3) Key strategy moves:
- Approximating an ICS matrix as closely as possible, spread out along the coastline, targeting hexes close to sea resources (fish, whales). Farm all the landward space to raise the average ICS city pop. Chop all nearby forest except "deer parks".
- Save you SP's for a bit, don't go into Liberty!
- At the same time, beeline Civil Service (Great Lib sling gambit if possible) - this opens Commerce SP branch. If no river farms, just try Great Lib sling to Compass, or tech to it directly to accomplish the same thing. Build Harbors and build no roads. Rush buy Harbors as necessary.
- Now spend SPs to get to Merchant Navy: 5 hammers / city hex. If you can sling to it, you can boost hammers quite early in the game!
- Next switch to beeline obligatory Construction tech. Then beeline Metal Casting for early Workshops. With the patch, engineers add +2 hammers/ engineer, and with your higher average pop you will be able to stuff an specialist in there along side library specialists. 7 raw hammers / city hex, ~8 w/workshop for building build purposes. Lots of direct builds of Coliseums and Harbors.
- Beeline Astronomy or Banking in either order. Then Acoustics for the Biology beeline.
- Seaports for +2, +4 hammers where applicable, from the Biology beeline. Potential 11, even 13 raw city hex hammers possible w/Navigation.
- Take opening Freedom SP to leverage specialist happiness. Then to Order as usual.
- Finally, settle any inland where good coastline is exhausted. TP spam, road link inland cities as usual.

Note: My previous post was wrong on the era that opens Commerce, a pleasant surprise. Also wrong on the raw city hex hammers, forgot the 2 base city hex hammers, another favorable error.

3) Downsides:
- Maintenance, apparently: ICS roads = 2 Gold/turn for 2 hexes (correct if wrong); Harbor 3 Gold / turn.
- Gold multiplier buildings don't multiply trade gold :( This has to have been a design kludge, assuming that when they found out that trade gold yields were OP, instead of properly scaling back the yield to fit, they just made trade gold a "different kind of currency". Nevertheless, I've never had gold problems in this current test game. As compensation, spam workboats to sea resources for gold, that does get multiplied. (BTW, I like that

4) Upsides:
- Early benefits of fast tech, specialist GP bulbing due to coastal farm spam, overall more pop massive ICS matrix to compensate for land shortage.
- Early beeline down top tier tech line is fast track to renaissance and beyond and syncs well with the other Pottery tier for Biology.
- The above also sync well with early coastal/ocean exploration/settlement of those oil/coal resources that may be in short supply at "home", well before the AI.
- More flexibility with overseas CSs.
- AI hostility management: Although it is thought that the AI turns more hostile simply in reaction to your city spamming (in any direction, supposedly, making ICS inheriently prone to much warmaking in its insatiable thirst for land), I'm wondering if this isn't related to the number of HEXES under your cultural control (note how touchy the AI can get about hex buying in its vicinity), rather than number of cities. IAC, I have had no trouble peacefully building to 14 cities (soon to be 16) by Steam Power. About 1/3 of the cities have gone into "overseas ICS" via Harbors.
- Less pressing need for communism. In fact, its +5 hammers is just the cherry on the sundae.
- You should be well positioned to crank out a high tech edge military for the inevitable latter game AI smackdown, with the bonus of lots of offshore naval battery fire support.
 
3) Downsides:
- Maintenance, apparently: ICS roads = 2 Gold/turn for 2 hexes (correct if wrong); Harbor 3 Gold / turn.

With good road placement, you can connect each set of 3 ICS cities with 4 roads. Impurities in the lattice will bump this up to 5 roads for the 3 cities closest to the obstacle.

If you are averaging 2 gold/city in road maintenance, or even close to that, you need to rework your ICS roads.
 
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