6 Victory Routes For CIV 6

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Main Principles

Great CIV Roleplay (Create a history to identify with, be a different civilization every time, exclusive units and buildings. Such as Foreign Legion)
No entirely pacific route to victory. (Attack now or be too vulnerable tomorrow).
Land, resources and direct control over people are important to every victory route. (No small empire cheap victory).
Engaging at every stage of the game (In addition to a good opening and snowball effect, there should be a critical conflict ending).

RolePlay real life conflicts

-Structure vs. Agency (Socialization vs Autonomy, Left vs. Rigth, Comunism vs. Capitalism, http://en.wikipedia.org/wiki/Structure_and_agency, )
- Sciences vs. Humanities (Practical Knowledge vs Social Knowledge, Tech Tree Focus vs Social Policies)
- Belief vs. Wealth (Calming the spirit vs Providing for needs, I have a dream vs Down to earth, Great idealism vs Tangible benefits, Transcendence vs. Objectivism)

One world Supremacy (Military Dominance) ”Structure”

Objective: Conquer all original capitals
Motto: Peace can only be achieved uniting all under an unchallenged authority.
Historial Examples: Pax Romana, Tianxia
Main synergy with Science and Belief (More territory means more resources to build up spaceship: people convert faster to your official religion/ideology within your territorial control)

One world Harmony (Ideological Dominance) ”Belief”

Objective: Convert all cities to your ideology or religion
Motto: One way of thought will assure people harmony. Our truth will disperse all doubt.
Historial Examples: Expansion of Islam through conquer, trade and cultural domination mid 7th to mid 13th century. The spread of communism by the soviet union.
Main synergy with Structure and Humanities: (Units get bonus next to cities with your belief, culture spreads faster to cities with your belief).
Who owns a religion or ideology? For religion the founder who stills in control of the holy city; for ideology the ideology leader who has invested more on the develop of the ideology. (Therefore competition between ideological partners. Example: Maoism vs. Leninism under Marxism)

One world Identity (Cultural Dominance) ”Humanities”

Objective: Get 70% of world population to identify to your culture
Mottto: Humanity is only one people and one big family. Ours
Historical Example: China who initially was a diverse melting pot but nowadays most Chinese citizens consider themselves Han
Main synergy with Belief and Agency: (Belief spreads faster to cities with our cultural identity, Influence bonus to cities with our cultural identity).
How to manege cultural identity: Each citizen within a city should have its own cultural identity. Remember CIV 3.

One world Union (Diplomatic Dominance) ”Agency”

Objective: Get unchallenged voted leader of the World.
Motto: World peaceful and voluntary union can one be achieved with smart leadership.
Historical Example: The formation of the United States and the consolidation of federal power over state power is an example of a regional Diplomatic Dominance. The is no single state power enough to challenge federal government.
Main synergy with Humanities and Wealth: (Culture spreads faster with open borders, Buying resources is cheaper with high influence).
How is diplomacy strong?: It gives you control most allied military units if the union declares war. Also the is change of a great final war against a Big Structure Competitor since they wont surrender their military without challenging the world leader vote. Diplomatic domination works better with no big players, but equally weak and states.

One world Prosperity (Economic Dominance) ”Wealth”

Objective: Get monopolistic control of all/most resources
Motto: Free trade is the one sure path for peace. Even more if others prosperity and power depend on me.
Historical Example: Colonialism was a race for exclusive access to markets and monopolistic control of resources. British colonialism and trade gave us the example of the larges territorial empire in modern history.
Main synergy with Agency and Science: (Money and dependency is required for influence, Money us required to fund sciences).
Interesting options: Sovereign debt, get your currency be used as reserve currency by others (vital to all big empires), resources are necessary to run economy and military units.

One world Achievement (Scientific Dominance) ”Sciences”

Objective: Send the Ship to Colonize other Alpha Centauri
Motto: There are vast treasures in the unknown. If We get first we own it.
Historical example: No nation has a colony on Alpha Centauri that we know. But The discovery and colonization of America gave access to Spain to vast land and resources that allowed them dominate European politics. Also if you invent internal combustion first probably you will be the only one selling cars to a great profit for a while.
Main synergy with Wealth and Structure: (Science leaderships means that you have unique products to sell to others at a greater profit, Better science means getting tanks before others.)

Interesting historical events that should be a possibility on a game

- Big country implodes and some parts of it become independent and start forming their own identity (End of Roman Empire, The Spanish Empire and its American colonies, The Soviet Union)
- Religious states becoming a secular ones (State Religions Crusades are over, now big conflict is based on ideologies. Only in few states religion is more political influential than ideology, such as Islam on Iran. Maybe Israel and Judaism.)
- Emerging power going to war because will lack resources and markets to keep own developing peacefully (Germany on WWI and WWII https://www.mtholyoke.edu/acad/intrel/copeland.htm)
- World Congress legitimizing an uprising part of a country as an independent one (Israel and the UN Recognized State of Palestine)
- Blurred lines between mayor powers and minor powers: City states founding religions, and gradually becoming mayor players, Great power falling into disgrace and becoming as influential as a city state (Netherlands) and pacific unification of smaller states to become an influential Civ (Castilla and Aragon, who formed Golden era Spain), Former colony becoming a Mayor player (United States)
- Huge scientific differences between European Civs and American Civs that allowed military conquest.

Other suggestions

Situation based strategy (Play the map not the forum walk through)
Last final stand (On every victory route, the victory should be preceded by a final great conflict where all other players join to avoid dominion).
Structure oriented civs can create puppets, Agency oriented civs can create allies.
Exclusive social policy branches are great for role play.
 

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