KrikkitTwo:
Terrain play is very Civ4. Old hat. CivBE has multiple themes that specifically say "No" to all that. Terrascapes and Terraforming tech are only some of the mechanics that express this. Trade Routes do, too. I'll go on the record as saying that CivBE says that any tile or location should be usable, and that this is a good departure of theme from normal Civ. You want Civ4, it's still playable. There's even a good Planetfall mod for it.
CivBE says that which tiles don't matter. It's a theme of the game. I happen to like that theme in CivBE, because of its scifi bent.
Yes this game is largely about terraforming, which means any location can be productive.
A city built around hills and a city built on flatland can both be cities with high production. However the hill city can use mines, for free and available from the start while the flatlands city needs manufactories that cost energy and health and technology to make. Sid Meier once said something to the effect of the map being as important a character in the game as the other players. They way you're talking the map should be irrelevant. Just three types of tiles; water, land, and impassible.
Now if they removed all terrain types (except mountain, ocean, canyon..maybe hills and forest for combat purposes) then the current game mechanics (trade yields based on difference, per city health bonus buildings/virtues) might make sense. [and it would be nicer for the game's UI no more need to distinguish between grass/plain/desert/tundra/snow... allow the biomes to define that better]
EDIT: I posted before reading the whole thread. So point made twice.
I'm glad we have you here to arbitrate on the definition of video game terms. What's your definition of ICS?
Mine is, "Have as many cities as possible and profit from it".
Mine is having many cities as close together as possible, none of them contributing a lot but enough of them to add up to a lot.
If that's your definition, then I'll just go ahead and say that there's nothing wrong with that. Civ4 is based on that strategy - just have as many cities as possible. Every Civ before Civ5 was based on that. GalCiv is based on that; MoO2, as well - all the classic 4X's.
It's not a 4x game without the expand part.
Cities have been able to collect extra tiles since civ 3. Why can't we expand by having a huge city grab everything around it? Settling in an area and grabbing 180 tiles with two big cities does not count as expanding but grabbing 180 tiles with five small cities does?
BTDubs. I always played MoO2 on the smallest map because once you got a conquest or two going there were just too many planets to manage. I still ended up with 30+ colonies.
Furthermore, I recall you making the opposite argument when it suited your opinion.
EDIT: Actually you just did again:
In the late game, cities can output more than 100 science per turn plus culture, energy, food, and hammers. However are you making your TRs worth that much? Moreover, why is it a bad idea? Because it wasn't that way in previous Civs?
When people were saying trade routes were never this big a factor in previous games, your response was they are now and it's not changing back. But now the Civ 5 idea of having fewer, bigger cities is something we should do away with. The design of previous games is law when it suits you and arbitrary when it doesn't. If you want to go back the way things were before civ 5 I've been told there is a good Planetfall mod for Civ 4.