LegioCorvus
Prince
ICS solution can't come from anything other than economy.
The problem with that are buildings like the Paper Maker. You create an economic penalty like Civ 4, and you suddenly move China from 2nd best non-DLC civ to by far and away the best Civ in the game. The +4


I mean, yes, you can nerf Paper Maker, but then we get into all kinds of other balance changes that would need to be made...
It may even be as simple as settlers being too cheap. It's not uncommon for me to be in a position where a small city can produce a settler in 7 turns and a worker in 30. What's the point in building a worker to improve luxuries when I can get four of them hooked up in far less time by spamming cities?
Maybe expanding early should be a BIG deal...bigger than wonders. Increase the costs of training a settler drastically. Triple or quadruple them. Give bigger cities a bonus to settler production that scales with population. Give certain buildings a bonus to settler production.
I like this. It would definitely help, and would also make the first purchase in the Liberty tree much more useful.
What would happen if Settlers were produced with only hammer and not food? Yes, cities would still grow, but their speed of production would also be reduced. The cost of a Settler would definitely need to increased from 89


If you also tied in the building that give +

I'm not sure if nerfing library or some other early buildings is a right thing to do, but making them more expensive and maybe even more powerful might be. Simple logic:
-If the building is weak, you don't lost much if you just skip it --> you can happily do ICS
-If the building is cheap, you can spam it everywhere --> you can happily do ICS
Therefore, to prevent ICS, the building should be expensive and powerful.
Libraries are definitely a powerful part of the ICS strategy (see my mention of Paper Maker above). Their problem is not so much the mediocre +1







If anything, that slot should be reduced to one, if only to nerf the ICS strategy a bit and to reduce abuses like the early game Civil Service rush bulb, the BC rifleman slingshot, or the lesser used Acoustics slingshot.
By the way, I'm thinking about calling it the Icey No mod. Like it?![]()
I'm sure the name will grow on me.

Happiness Balance
-Unhappiness per city increased to 3from 2. This is probably the biggest change (compare it to captured cities which have 5
per city). I'm not completely sure how it interacts with other modifiers. It's possibly too high at 3, if it means that captured cities with a courthouse go down to 2.5? Perhaps I could just set it to 2.5 and call it a day? The disadvantage would be that thanks to rounding, settling new cities would be either 2 or 3 extra
alternating (I think?).
The more I read the comments here, and the more I think about your proposal, the more I like it. Though I think it could use a little extra from above like the Library nerf & change of Settler production rates.
Increasing the unhappiness per city is what I like the most. Right now, it's generally more beneficial to raze a city in a good location and build a settler. (Due to the build time of Courthouses among other things). Just a one point

Now, correct me if I'm wrong, but Courthouses completely remove the 5
