Originally posted by sealman
what is the benefit for the ICS system as oppoes to Optimal City Placement, which is what I usually follow?
I wish I had time to answer this one, but I have to go to work soon.
BUT
Basically, you get more cities built more quickly. Every turn you move a settler is another turn that city isn't built. This is extrapolated by the number of turns each city gets to work on the troops or whatever it is working on. Think about the game in terms of creating "turn advantage". Turn advantage is defined as the answer to the question "How many turns ahead of X civ am I in terms of X aspect?" where X aspect is the building of a project, or the number of troops you have respectively, or the acquisition of a technology, or getting a settler to that island with the rubber on it, etc. The more turn advantage you create early on, the easier it is to pull ahead in late game. So each turn a city is built while your opponent is still moving the settler is at least a "one-turn advantage". Multiply this by the number of cities you do this with and the number of turns each settler takes to get to its city location, and you have a pretty good indication of what kind of turn advantage you are creating.
On top of this, you get the free resources off the city tile itself. Since it does not take any citizens to work the city tile, each city you have is another
FREE set of food, shields, and- more universally important*- commerce. Add up the turn advantage created here, and ICS nets you countless turns over the OCP paradigm in the early stages of the game. Couple this with the corruption algorithm (which you can exploit by building your FP in the city in which your capital started and building your Palace in a city surrounded by a group of cities placed in OCP
check it here) , and you really start to pile on the turn advantage. This final step is the only way (I guess RCP is another way. I tend to use both.) to eliminate the mid to late game disadvantages of limited growth that densly-packed cities comes with.
At the early stages of the game, when your cities aren't very big anyway, you don't need more than a few tiles for each one (6 or 12 for each at max). So early on, ICS does not hurt you in terms of limiting city growth until the advent of hospitals.
I have to go to work now, but I hope this helps. If not, I'll post some more tonight when I get back. You should add this to the FOCUS paradigm discussion in the "Articles" section of this site for some serious arse-whoopin'! :rocket: :rocket2: :ripper:
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*If you're wondering what "universally important" means: commerce is the only resource that your cities "share"- meaning that all calculations about economy are based on how many units of commerce you are bringing in
across the empire, not locally. In other words, all other resources are "locally significant", while commerce is "globally significant" or at least "nationally significant".