The title basically says it all. I'm abroad, and have been since launch, so haven't had a chance to play test it yet. Is infinite city spamming feasible like in Civ V Vanilla and G&K? If so, any tips, or specific buildings that need to be built everywhere?
For those who don't know, ICS is a strategy whereby the player places a lage number of cities in the tightest lattice formation possible, while not letting them grow above about size 5 (maybe 8 or 9 for capital), which in Civ V often led to lage science leads (before the BNW science penalty per city).
The title basically says it all. I'm abroad, and have been since launch, so haven't had a chance to play test it yet. Is infinite city spamming feasible like in Civ V Vanilla and G&K? If so, any tips, or specific buildings that need to be built everywhere?
For those who don't know, ICS is a strategy whereby the player places a lage number of cities in the tightest lattice formation possible, while not letting them grow above about size 5 (maybe 8 or 9 for capital), which in Civ V often led to lage science leads (before the BNW science penalty per city).
I would read the posts here ... yes, something ICS-ish is extremely feasible and arguably is the quickest path to victory, because of trade route cheating.
Reasons ICS is dominant:
1. Lack of high %age bonus buildings with high tradeoffs. City specialisation is practically impossible. Buildings have extremely low percentage bonuses compared to the increase by just starting another city. What does 5% to unit production mean when you could just have +1 hammers towards anything instead?
2. Many per-city flat bonuses from buildings/virtues/starting choices with no downside (1g maintenance is nothing) - means the total flat bonus your civ can receive scales linearly with number of cities. This includes health, which is meant to be the "Malthusian check" on ICS.
3. Trade routes imbalanced.
4. Wonders severely underpowered, and have no "build X in all cities" requirement.
5. The amount of strategic resources you have scales linearly with the size of your civ. Many useful buildings and units require them.
6. Similarly, the ability to deploy satellites scales with land grabbed.
7. The quest system favours having many cities so that you can complete all the objectives more quickly.
8. The nuisance of aliens incentivises at least some military, which in turn incentivises high production capacity.
9. Health penalties are weak enough to be well compensated for by just having more cities.
Anything I've missed?
Anything I've missed?