It just doesn't. Both the human player and the AI can spam cities endlessly across the landscape.
Please do tell the readers of this forum the
exact mechanics for this, because I find it really hard to believe considering the changes in the previous (not this, february) patch. You must know all the details if you do it so often.
More cities = more gold = more science = more production. There are only two tradeoffs: slower social policies (which are a bit of a luxury feature, not needed to win) and slower Golden Ages (can be grabbed regardless with Great People/ wonders).
Again, I'd like to know the specifics of this strategy, because in my games, small cities produce just a tiny fraction of gold and science of my larger cities.
Go ahead, ask the elite players who are winning on Deity.
I am zealously watching MadDjinn's deity game and there's no sign of either ICS or infinite happiness. And he's doing more than fine.
ICS city spam is the dominant strat. Martin Alvito has already posted to this effect earlier in this very thread. Global happiness stops no one from expanding, because more cities are always better.
Marvin Alvito's games are also pre-patch AFAIK so no wonder there.
And Civ5's other broken mechanics (research agreements, Great Scientists, maritime city states) all synergize better with sprawling ICS empires than tight, compact, large cities.
I don't see how maritime city-states favor ICS games anymore (since the patch). One, two, three food per city is hardly a "broken mechanic". Research agreements are a bit strange, but everyone's using them and "locking" techs isnt't that easy anymore. Also, key prerequisite techs have been added so beelining isn't that simple anymore.
Also, there are no scientist slots available pre-education.
Again, I'd like you to show me exact strategies here for such a massive dominance with GS-es and RAs that make this game super-easy.
Exactly, it's the opposite of Civ4's system. That's why it doesn't work! Of course large cities in Civ4 are designed to outproduce their maintenance. The whole philosophy of the game is having new, immature cities being a net loss on your empire, and then turning into a net profit as they grow in size and add infrastructure. As your cities mature, they can then support further cities. It's a self-reinforcing feedback loop, BUT it relies on having large cities with lots of well-developed infrastructure. If you just cover the landscape with size 1 podunk villages, your economy stagnates. That's good game design. Yes, indeed, if you have lots of large, well-developed cities your economy will not go broke. Is that a serious complaint you're making?
This is entirely untrue. I watched the last X CIV4 videos from TMIT and his strategy is always the same: build as many cities as possible, boosted by early cottages. Catch up in tech by researching 2-3 key techs and trading them for like 15-20 other techs. I don't see this mechanic as "fine".
Once you're over the "hump", your empire will forever be in the positive and there are no further penalties for founding new cities. A perfect example of this is the last TMIT's game with German Terra game where he built like 30 cities on the new world by cottaging his own dozen cities on the old world, without even feeling the new cities in his budget.
I have 20 years experience playing turn-based strategy games: if you don't make cities cost money to found, then spamming cities will always be the one right strategy. Always. I have never seen this not be true.
You speak as if there's infinite happiness resources out there in CIV5. Again, I'd like you to show me how its done.
Again, these are all pre-patch games as far as I can see.
But I guess none of that was valid, because the December patch fixed all of the issues with Civ5. Boy, do I feel embarassed!
No, it didn't fix all the issues. But many of the issues you speak were indeed fixed.
I do not mind you criticizing the game. Hell, I don't mind anyone criticizing the game. But you could and should update your criticism when changes to gameplay are already in effect.