scratchthepitch said:
The spirit of the game is play that mimics the history of the world.
I really don't see how you get this. Even with random opponents, the tech pace of a game can vary widely depending especially on difficulty level (and map type and other factors). The tech level for the date isn't usually, or at least often enough isn't, even on continent maps, consistent with the history of the world (e. g. rail-building in 750 AD, which even with random opponents isn't hard to see happening in most Sid games... and that's perhaps far too late of a date for that level on average).
The game surely has historical
elements and surely that comes as part of its initial appeal.... I don't disagree with that. But, if the spirit of the game comes as to mimic the history of the world, there's plenty way-off base, and I think it reasonable that the designers didn't have that in mind exactly. The game more seems like to consist of a bunch of "how would history have been if the world was this way, instead of that way?" scenarios.
That the city-spam issues/corruption issues which lead to the utility of scientist specialist farms, no longer became a problem in civ IV, seems more like an attempt by the designers to make a more appealing game for people. Plenty of players seem to have had a love/hate with tight city spacing in civ II and even civ III, and more of a hate-hate relationship with the corruption model in civ III especially. You can find comments which indicate this. Plenty of people like tight city spacing in their civ II and civ III games, because it works better, but they would rather build fewer cities and still play just as well.
scratchthepitch said:
Spoonwood, this forum is full of posts insisting that science farms are the only way to go, especially on higher levels of play. Whenever anybody asks how to better their play, the thread quickly fills up with people insisting that science farms are the only practicable way to go. Anyone who argues against them is almost always the lone wolf in the forest. I could care less what it says in the HOF forum or whether people going that route use them, or even if your representation here of their views is accurate, I never read that section and it's not something I care anything about. I also don't really care why you like them or use them.
The posts you refer to generally aren't intended for anyone playing for maximum Firaxis score, because not all that many play that way, or recommend others play that way. If you play for conquest/domination/spaceship/domination and even 20k, and you capture/plant cities well beyond your core, in extremely corrupt spots you have the viable options of
1. Putting in courthouses, police stations, aqueducts, and markets via cash-rushing, policeman, and civil engineers. You'd still want some good irrigation in such a case, so that you have civil engineer farms, more widely spaced than ICS, which can become more productive large cities once you have the improvements in.
2. Enduring a revolution to Communism.
3. Making cities into specialist farms with ICS spacing.
1. usually will take a while (unless you have a ton of cash on hand), and will slowly help your research and production, and it will barely do anything to decrease corruption in spots too far away. 2. squashes your production in Anarchy, which will usually slow you down in terms of research/warring, and Communism isn't generally a commerce-oriented government. 3. helps your research quicker usually, and will consistently help your research everywhere. So, 3. works better for 90%+ of the games that people play, given that they want to continue to do research.
If you don't need to research anymore basically (e. g. you have Military Tradition, Steam Power, and Replaceable Parts, and you can get to the AIs before they can reach or have Flight for a few turns or you can easily pillage their oil and they can't get to the modern age... and you feel comfortable with 3 calvary armies if you want to conquer on some land not on your homeland), and you want to win by conquest/domination and you're in the industrial age, scientist specialist farms are NOT a good idea. You still want to irrigate and ICS corrupt enough areas, but you want tax specialist farms instead, for more cash for buying units, including armies. I feel sure I'm not the lone wolf here also.
I brought up the HoF forum, and the XOTM forum, because you talked about
score. The threads you see that talk about scientist specialist farms, don't concern playing for maximum Firaxis score, because not all that many people seek to do that... so people who write that advice usually don't assume their readers seek to play for maximum possible score. They also assume that players still want to do research for whatever reason, in which case scientist specialist farms make more sense.
Happy Holidays!