Thoughts on REX+ICS

Paeanblack

Prince
Joined
Dec 4, 2001
Messages
518
I've been playing 100-150 turns into several games trying to achieve one goal: launch the spaceship as early as possible using any options available from the "basic" game setup screen. Most of this post is just my rambling trying to get all of my thoughts on this in one place.

I am currently convinced that relatively pure REX+ICS will be the dominant strategy for this goal...surpassing even the 4HotA rush+expand. What I've discovered is that even with pretty good planning, it is really easy to go off the rails and get bogged down. A few suboptimal steps, especially around turn 70-90, will kick you off the continuous exponential growth track and add 50-100 turns of delay on the spaceship.

My interpretation of the vocab:
REX - Rapid Early Expansion. Basically this means producing settlers in all cities continuously. It means not building anything but settlers without an absolute, concrete reason to build something else, and even if that's the case, flip a coin and build a settler anyways half of the time.

ICS - Infinite City Sprawl. This doesn't just mean lots of cities, it means packing the map at the utmost density. The key metric is average road length, or #roads/#cities. Ideally this ratio is about 1.6-1.7, but a real game will push this up to about 1.8 or so.

Going off the rails: Sometimes the exponential expansion just falls completely flat, due to a bunch of variables. It's easy to spot when it happens, but hard to predict. I think this is what explains the wide variance I'm getting (and other people are reporting) in the success of REX+ICS.

My rough benchmark is the 10-city/55-science threshold (researching 2nd tier techs in 1 turn). Sometimes I get this by about turn 85, and I restart and play the exact same way and it takes 125 turns. So far, I haven't been able to point at the one spot and say, "That's where I blew it"


Happiness:

Happiness controls your expansion speed. You can push this down to -9 without problems. If it is higher than -9, you aren't expanding as fast as you could; if it goes -10, you are dead in the water until you fix it (which can sometimes take a while). The reason you can push it negative is that if you are building settlers, there is no penalty for single-digit unhappiness. Those 9 points are free expansion capacity...use them.

The catch, however, is that you need Colosseums, if you are building Colosseums while unhappy, you are losing food=growth=science. To keep the system running smoothly, you need to keep your cities in sync and cycle between building settlers while unhappy and building infrastructure while happy. If your cities are out of sync, you are inefficient. If your happiness is out of cycle, you have gone off the rails.

Unfortunately this is an extremely unstable setup. After finishing a round of Colosseums, your happiness just went up, but that's when you want it low. After finishing a batch of Settlers, your happiness is way down, but now you need to immediately raise it by 20 points to handle the next batch of Settlers, or immediately raise it 12-13 points before building Colosseums. 9 points is not enough, because your cities will grow while building infrastructure.

Culture:

Everything revolves around the Liberty tree, and the two crucial SPs are Liberty and Meritocracy. Liberty lets you build a settler in 6-7 turns in a Maritime-fueled junk city on the polar ice cap. Meritocracy allows you to expand your empire by 50%, as long as it is entirely filled with size-2 cities producing Settlers AND you maintain a sufficient worker pool to keep up with the road building. The intermediate SP Citizenship helps with the last bit.

Meritocracy means a free expansion cycle...but it is a moving target. At some point, you will start expanding so fast that you won't get another SP until you've filled the map with cities. However you need to get Meritocracy in before this happens. Ideally, you want to hit your third SP right when your settlers are in position to drop 6 or 7 more cities. In the previous expansion wave, you picked up all of the available luxuries within 12 tiles of the capital. The timing is really harsh. If you find yourself waiting on Meritocracy before expanding further, you've gone off the rails. Without Meritocracy at the right time, luxuries just won't be enough to carry you to the Forbidden Palace.

I think culture ruins are probably the most important ruin in this type of game. Just getting one of these is a game changer, because it can get you to Meritocracy a full 50 turns earlier with a given exponential expansion rate.
 
Once Meritocracy is reached, culture is totally irrelevant. ICS uses settlers to grab tiles, not culture. This makes investing in Monuments somewhat wasteful. Post-Meritocracy, they aren't doing a damn thing for you.

So far, my first 500 gold have always gone towards a Maritime alliance. I'm thinking this may not be a good move...it should go to a cultural one. Food is not actually that helpful at this stage. Extra food means more growth when building infrastructure. More growth means happiness is being eaten by citizens working crap tiles instead of free city tiles.

The other thing I'm planning to try is using barbarians as Settler storage for the ones that get build before I'm ready to expand happiness-wise. If I intentionally let them get captured, I don't have to pay maintenance on them. With the right timing and preparation, I can simply go rescue them when I'm ready to expand. I just need to get the "captured settler = wrecked game" mindset from Civ 4 out of my head.
 
I'm not near to your ICS level, but my current try I had similar results. The culture city state really helped as it got me Meritocracy reasonably early despite no culture ruin. The maritime one was hit and miss as I wasted too much of its bonus while at negative happiness. My big problem this game was lack of luxury resource variety.

When you expand do you just expand outwards from the capital or do you rush out to block the ai and then fill in? I got hemmed in earlier than I'd have liked, but I worry if I rushed out to block off a huge chunk of land I'd have been DoWed before my economy could cover buying units.
 
Have to agree that the setup is inherently unstable. Once you go off the rails, you can really, really go off. Two main problems for me at the moment are barbarian attacks and Civ AI attacks. At about 5 cities, the AIs DoW on me, usually all at the same time. This is the moment when all the cities are spread because they have been used to take resources, and Meritocracy is not yet online because I don't have the culture, or don't have the Workers.

Once the AIs all DoW on you and you're losing units or making for Horseback Riding instead of Construction, I think it's pretty much over.
 
What difficulty level are you playing at? I feel like settler-emperor are pretty much the same difficulty, because the AI is basically helpless. They can only watch as you fill up the entire map with settlers. In fact, emperor might even be easier than settler because the AIs have more money to sign research agreements with you (very important for a good tech rate), and they'll feed you kills to make great generals for golden ages. City defense is almost all you need for defense.

Immortal and deity, however, are much harder because there's a significant threat from the AIs, and they will expand into territory before you can get there. You have to slow down expansion significantly and build units instead.

Regarding social policies- don't you think it's worthwhile going for freedom, also? An acoustics beeline might help with this. Freedom can be worth at least 1 happy/city.
 
I play at King. At the point where I was growing 5 cities, I still did not have Meritocracy because I did not have Henge (opted for Settlers), did not have much Warriors, did not have roads, and precious few Workers. America, Germany, and Siam simultaenously declared war on me, and took 3 of my 5 cities. Game over.
 
What difficulty level are you playing at?

Emperor for the REX+ICS games. You're dead on about the big jump. The extra AI money hasn't made a difference, since I don't do research agreements and I only sell extra copies of luxuries if I can't trade them. At Emperor, the AI has enough money for that.

I simply haven't tried REX-ICS at Immortal/Deity yet. There are just too many kinks in the plan as it is. Once I can pinpoint exactly when and why it goes off the rails, I'll be ready for more variables.
 
Regarding social policies- don't you think it's worthwhile going for freedom, also? An acoustics beeline might help with this. Freedom can be worth at least 1 happy/city.

Yeah, Freedom is definitely the next SP to grab, but 3 policies is dicey enough as it is. Maybe with a Cultural ally instead of a Maritime...or just a potful of luck (culture ruins, culture CS quests)...

As far an Acoustics beeline...I'm much more interested in entering the Renaissance with Banking, since the FP is a guaranteed +1 happy/city. "Banking" and "beeline" just don't work in the same sentence :-(

Hmm...dunno...it seems that getting Writing early enough to make the Acoustics shot would delay luxury/military/Construction teching too much. That's a lot of research to pack into a very short time...and at that point, seeing two dozen cities building Colosseums/Libraries instead of Settlers would probably make me sacrilegiously burn a Great Scientist on a Golden Age.
 
What if you built the first 6 settlers, but did not place them until you got your first or even second SP? That way the SP cost is the cheapest.
 
If you maintain 6 Settlers and maintain 6 Warriors at the same time on one capital, your maintenance will turn negative.
 
If you maintain 6 Settlers and maintain 6 Warriors at the same time on one capital, your maintenance will turn negative.

That's where my idea of using Barbarians to store Settlers comes from. Hell, with some planning, you could use it for free Settler maintenance during transit and recapture it once it got near its final destination.

Somewhere there's a dev either crying or laughing or both.
 
That's where my idea of using Barbarians to store Settlers comes from. Hell, with some planning, you could use it for free Settler maintenance during transit and recapture it once it got near its final destination.

Somewhere there's a dev either crying or laughing or both.
F'king genius man. Pure f'king genius.
 
Paeanblack:

Do you need to actually do that for this to work? I hope not.
 
Paeanblack: I'm still curious, what pattern do you settle in? Always closest site? Block AI and fill? Luxury resources and fill?

Obviously it varies by map, but so far I always run out of settler space unless I expand aggressively towards an AI and block. But running the first few settlers out wide to settle choke points wastes a lot of early turns.

What's the minimum free space you think you need before the strat goes off the rails? you mention having ~10 cities by turn 85, but from your ending screenshot I assume you keep going, so require even more free settling space?
 
what do you do for defense against AI dows?
That's the biggest problem I have if only pumping out settlers

Actually Egypt works extremely well...Pottery/Calendar/Writing/Phil....settle on cal resources...
Egypt's UU no horse req, let you skip warrior build and 2 shots attackers with city defense
*edit..nevermind...read the other thread :D tx for the reply though
 
The first 3 settlements are almost always 2 tiles away from my capital. These need to be founded as quickly as possible, because they will be producing the bulk of my settlers for a while. They produce something (warrior, usually) until they grow to size 2 and then get switched to producing settlers. Depending on how far they got with the warrior, I sometimes let them finish it after they pop their first settler. The capital gets shifted to a worker that is ideally timed to finish right when I have Wheel. (This depends on whether I get a steal or not)

That's the first wave, the second wave is usually a luxury grab. I'll park them on top of luxuries if it won't disrupt the grid that much. If not, they get settled right next to them. What the second wave builds is a complicated question. How close am I to Construction? What's my happiness buffer? How many hills do they have? Can I cram in another Settler wave, or do I need to get started on Colosseums asap? How much will these cities stay in sync with each other?

Usually, I get through these without too much concern about expansion room. The big question now is what to buy. Soldiers if I am cramped, saving for a CS alliance if not. If there is a nearby Civ that has already expanded, buying military usually pays most of the purchase cost right back with city capture and land pillaging. Capturing enemy expansion cities at size 3 is ideal. They give the most money for the least unhappiness when razing.

And yeah, I keep expanding exponentially if things go well. As Roxlimn put it, there is a definite "threading the needle" point with this strategy when you are juggling way too many things and can't drop any. Nothing particularly bad happens...it's just that everything falls flat. Expansion stops dead. Science stops doubling every 25 turns. When things go south, it seems like your whole damn empire just went on vacation.

To answer your other question, unless there is a really compelling reason for a distant expansion (such as encircling the Maritimes if their first few cultural expansions will disrupt the grid)
 
That's where my idea of using Barbarians to store Settlers comes from. Hell, with some planning, you could use it for free Settler maintenance during transit and recapture it once it got near its final destination.

Somewhere there's a dev either crying or laughing or both.

Don't settlers become workers when captured?
 
The thread title itself suggests the point where ICS runs off the rails: when it's forced into a REX, for one reason or another. At Emperor/Pangaea, the need to smack down hostile AIs is almost always the reason. Even if you raze every captured AI city, the bast way to smack them down is to capture the capital, and then you're "off the grid". Even, as is more likely, you've ICS-ed close enough to an AI to provoke the inevitable war, their captured near cities hexes are usually well developed and may sit on useful resources, making them hard to simply raze and replace when an additional ICS city or two + annexation will fully "Borg" them.

This is especially true when the AI pulls their "in your face" settlement move from across continent right in the midst of your grid. Raze or absorb, what difference does it make, it's instant Casus belli and then you're a bloodthirsty ogre.

Hence my ICS attempts have always also been experiments in marginal manipulation of the AI diplomacy to see how long the DOWs can be delayed. I'm thinking of starting an Emperor/Pangaea/"honorless" Japan game (I want no economic or cultural advantages), and consistently ICS away from the AIs as much as I can, as a delaying tactic.
 
Back
Top Bottom