Quoting sagittary, reply 7While I agree that ICS is bad in general, I don't agree that expansionism is bad. Fact is, a city is -always- beneficial (this game or other games) because ultimately, you will likely get far more out of it than what you put in. Expanding is something you -want- to do even if you're trying to stay small. Limiting empire size doesn't work because all it does is say "Stop expanding here"; you end up building just as far as you can go. And in certain situations, you may -want- to over expand; you're so far in the hole (by whatever mechanic you use) that the benefit of continuing to spam is actually higher than trying to get yourself out of the hole.
Thanks for the reply. I hear what you are saying, I didn't mean to say that expansionism is actually bad, just not my preference. What is bad in my opinion, is expansionism on top of everything else without penalty. I'm saying there should be sacrifices you have to make from other parts of your empire. As you say, heedless expansion is a path to victory.
I don't like "staying small" per se, but I expand more slowly without leaving myself thin anywhere. You would still be able to expand through warfare, because you would inherit prestige from the cities you take. I watch the AI build all these little outposts and they are too weak to defend them. When I set up a new city I have a sizeable escort ready to defend it. Ultimately you should be able to build your empire as large as you want, and you can focus on expansion to make it happen quicker. All I am saying is it's something you should have to work toward. It's the same principle behind any other mechanic in any other game.
Plus, there is a sense of ownership that comes with founding a city. When I found a city it has its own personality, and unique characteristics. I like watering them and watching them grow. Also, if I take a nice big city from the enemy, I can adopt it as part of my empire. But when I see dozens of small shanty towns scattered across the map, only one thing comes to mind: Burn them! And there's the administrative nightmare of managing so many little cities. Big cities don't generally need much attention.
In effect, you're more worried about rate of expansion and not so much the expansion itself. I'm not really sure that's something that can be controlled explicitly since it's something that is affected by many many things. If you're in a corner of a map and manage to box off a big piece of land, it may be very very easy to spam your initial cities there simply because there's no monsters or competition.
And if the AI is expanding without defending, that's at least one cost to that (lack of defenders).
Currently, there's not many ways to penalize (or at least, increase the difficulty) of aggressive expansion. In Civ, one thing cities are limited by is production - so even if you spam cities, without a strong economy (and early technology depending on surroundings), it takes a lot of time to get the city up to productive status. Not so with Elemental currently; as soon as you drop a city, it's -immediately- profitable if through no other reason than gildar and a unit supply station.
While monsters are some barrier to expansion, they're not reliable as a mechanic and often times one can sneak by them. It also doesn't apply fairly to all parties so, effectively, one faction can get lucky simply because another faction took out the monsters.
Looking at Civ, some of the additional things they do to help control overly aggressive city expansion in the early game is to halt city development while building a settler. Settlers are also expensive resource and time wise. Starting a settler in Civ generally means setting your city back by at least one population point as well as two units or buildings in the early game. The opportunity cost for expansion in Civ is very very high early on. In Elemental, I can start popping pioneers out within 10 turns and it costs me nothing (and generally, only 4 turns); I can even get around the lack of defenders if I happen across a champ early on. I can even potentially spam pioneers in some strategies (spam workshops to get a stockpile of mats which I later destroy to make room for other stuff).
In the current system, that's really the only way I can think off at the moment to help limit the rate of expansion. Really really expensive pioneers to help make the opportunity cost of building them and/or losing them very high.