Although David is absolutely correct in his answer, I want to offer a different perspective.
For my assignment for procedural content generation, I looked at (among other things) icosahedron versus more traditional subdivided spheres. Look at these procedurally generated spheres:

Both look like perfectly valid spheres, right? Well, let's look at their wireframes:

Wow, what happened there? The wireframe version of the second sphere is so dense that it looks textured! I'll let you in on a secret: the second version is an icosahedron. It's an almost perfect sphere, but it comes at a high price.
Sphere 1 uses 31 subdivisions on the x-axis and 31 subdivisions on the z-axis, for a total of 6203,844 faces.
Sphere 2 uses 5 recursive subdivisions, for a total of 109,220109,220 faces.
But okay, that's not really fair. Let's scale down the quality considerably:

Sphere 1 uses 5 subdivisions on the x-axis and 5 subdivisions on the z-axis, for a total of 100 faces.
Sphere 2 uses 0 recursive subdivisions, for a total of 100 faces.
They use the same amount of faces, but in my opinion, the sphere on the left looks better. It looks less lumpy and a lot more round. Note also that the left sphere scales linearly (100 faces, 120Let's take a look at how many faces, etc we generate with both methods.) while the right
Icosahedron:
- Level 0 - 100 faces
- Level 1 - 420 faces
- Level 2 - 1,700 faces
- Level 3 - 6,820 faces
- Level 4 - 27,300 faces
- Level 5 - 109,220 faces
Subdivided sphere scales exponentially (100, 420, 1700:
- YZ: 5 - 100 faces
- YZ: 10 - 400 faces
- YZ: 15 - 900 faces
- YZ: 20 - 1,600 faces
- YZ: 25 - 2,500 faces
- YZ: 30 - 3,600 faces
As you can see, 6820the icosahedron increases in faces at an exponential rate, 27300to a third power! That is because for every triangle, 109220)we must subdivide them into three new triangles.
The truth is: you don't need the precision an icosahedron will give you. Because they both hide a much harder problem: texturing a 2D plane on a 3D sphere. Here's what the top looks like:

On the top-left, you can see the texture being used. Coincidentally, it's also being generated procedurally. (Hey, it was a course on procedural generation, right?)
It looks terrible, right? Well, this is as good as it's going to get. I got top marks for my texture mapping, because most people don't even get it this right.
So please, consider using cosine and sine to generate a sphere. It generates a lot less faces for the same amount of detail.