small victory conditions?

Arne

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Not sure, if this has been suggested before in this way. How about some smaller victory contitions in Civ4? Actually I'm not sure, if the game should end (no further count) after reaching these new goals, but here is the idea:

There are some new, small(?) victory conditions. For example, if Civilization A ...
  • has destroyed Civ B and
  • has arranged that Civ C is now a vassal state to Civ A and
  • used a defined form of religion (or form of government)
  • has specific political conditions to Civ D (f.e. MPP)
... then Civ A has managed to win, no matter, if Civ A leads the score in some way or not. The goals are hidden in game, noone exept Civ A knows about. Well, they may be open showed for anybody, but I think I would prefere hidden goals. (optional?)

This victory may count as a "minor victory" in all time score. If nobody like it like suggested, then reaching this goals may simply add some victory points to Civ A during the game. :D
 
This sounds like a very good way to implement victories for scenarios. I don't think it would work too well for teh epic game though.
 
No, indeed not for the Epic Game. First, you don't know who your opponents are if you allow random selection and second you don't know where that player will be and how it will develop. With a scenario the players have already developped to a similar technological advantage and/or the opponents are known.
 
Hyronymus said:
No, indeed not for the Epic Game. First, you don't know who your opponents are if you allow random selection.
I don't see your point. Civ B (see example above-mentioned) may be blacked out, when the random game starts. (Imagine that one goal "You have to destroy the evil XXXXX.") If you able to find them, then the goal will shown complette. ("You have to destroy the evil Civ B.") That way you have to find the enemy first - you have to discover who XXXXX are and where they are.

Hyronymus said:
and second you don't know where that player will be and how it will develop.
Of cource, but that may make it a challenge. If they running far in front of you, owning more lands and troops ... may be you coludn't reach that goal. Then you have to take an other way to victory. What is your problem exactly with that?

Oh, please keep in mind, I only suggested examples. The goals could be different, of cource and mixed.
 
I'm all for a changed victorysystem, where you get victorypoints a la Medieval: Total War during the game plus some of the old victoryconditions revised. If Babylon have made a greater impact on the world during history than America who achieved a gameending goal, like winning a spacerace victory, then Babylon could win in total, depending on the total victory points.
 
How about this.

A cold war procuring win condition. An ideological victory, whereby you use diplomacy, threats and intrigue (or pure charm?) to subdue vassal states and get other states to change to your form of government. If the proportion of power to the rest of the world of your bloc or "free world" reaches a certain level then in 20 turns you win. You could end up with situations like vietnam, where, perhaps, the US was forced to invade because the communists would win in 20 turns if they didn't reduce vietnam's power.
 
This stuff makes for better scenarios than an epic game. Not a bad idea, but too focused for a broad game spanning 6000 years.
 
possibly the option to set yourself goals, with bonus points (not specifically victories) for acheiving them. Of course there would have to be limits, or when you knew that civ b was about to be crushed by your armies, you could set a goal of crushing civ b.

But it really does help in the game to have a goal. So say in the ancient era you survey your neighbors and yourself, and decide, I want to destroy civ b during this game, and I would like to culturally overpower civ c, and be allied closely with civ d. It might be nice to get some kind of bonus for that. perhaps filed differently on the high score screen than the base score.
 
These smaller victories could upgrade some units, buildings, specialists...
For example :
* You're the first who sailed around the world : your ships would have 1 extra movement.
* You created ### more ships than any other civ : your ships would cost 25% less.
* you created a large sales network : you would earn 25% more.
* you killed ### civs : all your units would have 1 extra HP.
* you're the first who discovered the Internet : your scientists would be 50% more efficient.

No victory at all, but it could give you a hand.
 
I think part of the problem with this discussion is the word Victory. I wouldn't support these types of things as part of a victory.

However, I would support some sort of "Activity based Wonders" or some such term. With these you would get rewards, like you do from building wonders, from doing activites, not building a wonder. Something like this would be the first world wide voyage, trip to the antarctic (if this would be made difficult), first fighter victory, first naval victory, etc. The possiblities are endless.
 
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