Antiquity and Exploration Age Victory Projects

MACKA0ili

Warlord
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Sep 9, 2013
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With Firaxis saying that single age games are going to be added eventually, I was thinking that it might be a good idea to have victory projects for those ages just like there are for the Modern Age. This way, games lasting only a single age won't just end with a score victory.

I tried my hand and coming up with some interesting victory projects for each of the Legacy Paths in the Antiquity and Exploration eras. I wanted to stay on theme for each legacy path (Silk Roads relating to merchant trade routes, Non Sufficit Orbis relating to projecting military might overseas, etc.) and also consistent with the Modern Age Victories by being either a project, a buildable, or a Great Person spawned. These would trigger when you complete a Legacy Path, but would not be necessary to unlock the Golden Age Legacy for the next era. Instead, if the game continues into the next age, they would provide a bonus in the next age that would jumpstart you down the next Legacy Path such as persisting yields or a free commander unit.
I wanted to design these in a way that would make players want to specialize into them and end the Age sooner rather than delaying the end to complete multiple legacies. Also, I wanted to make the Victory Projects competitive so that multiple players can pursue them and even hinder others pursuing them but they would still reap some benefits even if they didn't finish.

Please note that the numbers for everything are placeholders since I don't know exactly what would work in game.

Antiquity Age Victories

Wonders of the Ancient World

Spawns a Great Writer with 7 charges in your capital. Using all 7 charges adds 20 points to the age tracker or ends the game with a Cultural Victory.

Great Writer - Civilian unit​
  • Movement: 3 tiles
  • Ignores borders
  • Chronicle Wonder: Special action that can be performed on Wonder tiles. Adds +2 culture and +2 happiness adjacency to all adjacent buildings.
Pax Imperatoria
Spawns a Great General in your most recent settlement (captured or not). Acts as an Army Commander and becomes a normal Army Commander during the Exploration Age. When activated on the Palace, adds 20 points to the age tracker or ends the game with a Militaristic Victory.

Great General - Unique Army Commander​
  • Movement: 1 tile
  • Gains +1 movement per packed unit
  • Triumphal March: Special action that can be performed on the Palace. Gain +1 promotion per packed unit. Triggers a Militaristic Victory.

Silk Roads
Unlocks the Establish Silk Road Outpost project in cities connected to the capital or a city who has completed the Establish Silk Road Outpost project. Completing this project 4 times adds 20 points to the age tracker or ends the game with an Economic Victory.

Establish Silk Road Outpost - Cost: 150 production. Increase Cost by 10% when performed multiple times in the same city.​
  • Instantly spawns a Merchant upon completion
  • +2 Gold and +5 range to any trade route that starts or passes through this city
  • Settlements receive +5% production towards completing this project per resource slotted in this settlement

Great Library
Unlocks the construction of the Great Library Quarter. Created by constructing the Archive and Mouseion in the same District. Provides +1 adjacency to all non warehouse buildings. Completing this quarter in any city adds 20 points to the age tracker or ends the game with a Scientific Victory.

Archive - Cost: 250 production. Cannot be purchased with gold.​
  • Base yield: +3 Science
  • +1 Science for each adjacent Resource
  • +1 Science for each adjacent Wonder
  • Has 5 codex slots. Antiquity Science Victory Building.
  • Settlements receive +10% production towards building the Archive per codex displayed. Overbuilding on this tile gives a production bonus equal to 10 times its former adjacency bonus
Mouseion - Cost: 250 production. Cannot be purchased with gold.​
  • Base yield +3 Culture
  • +1 Culture for each adjacent Mountainous Terrain
  • +1 Culture for each adjacent Wonder
  • Has 5 codex slots. Antiquity Science Victory Building.
  • Settlements receive +10% production towards building the Mouseion per codex displayed. Overbuilding on this tile gives a production bonus equal to 10 times its former adjacency bonus

Exploration Age Victories

Toshakhana

Unlocks the Appraise Relics project in all cities with a Temple or Wonder with Relic slots. Completing the project establishes the district containing the temple as a Pilgrimage Site in the Modern Age. Completing this project 5 times adds 20 points to the age tracker or ends the game with a Cultural Victory.

Appraise Relics - Cost: 250 production.​
  • Adds +1 Gold and +1 Influence to the relics displayed within this settlement every time this project is completed
  • Temple District becomes a Pilgrimage Site upon Age Transition
  • Settlements receive +10% production towards completing this project per relic displayed.
Pilgrimage Site - Modern Era Urban District​
  • +1 Influence on Exploration Age buildings in this district. +2 if the Settlement is following your Religion.
  • Explorers can perform a Research Artifacts action on this district to reveal an Artifact in this continent

Non Sufficit Orbis
Spawns a Great Admiral with 3 charges in your most recent converted, conquered, or founded settlement with coastal tiles in Distant Lands (or Homelands if none exist). Acts as a Fleet Commander and becomes a normal Fleet Commander during the Modern Age. Activating this unit 3 times allows it to be activated once more in a homeland settlement founded by you which adds 20 points to the age tracker or ends the game with a Militaristic Victory.

Great Admiral - Unique Fleet Commander​
  • Movement: 6 tiles
  • Gains +1 movement per packed unit
  • Ignores borders, but cannot unpack in non-hostile claimed territory
  • Fulfill Charter: Special action that can be performed in the Coastal territory of settlements not founded by you. Gains +1 Promotion. Can only be used once per Settlement and once per Civilization except your own Civilization.
Treasure Fleet
Unlocks two purchasable upgrades to the Palace and City Hall. Purchasing both upgrades in the capital adds 20 points to the age tracker or ends the game with an Economic Victory.

Exotic Garden - Cost: 1500 gold​
  • Adds +5 Gold and +5 Food to the base yield of the Palace or City Hall
  • Adds +1 Happiness Adjacency to adjacent Quarters
  • 40% discount to purchasing this upgrade in Towns, doubled in Cities that are not the Capital

Royal Statues - Cost: 1500 gold​
  • Adds +5 Influence to the base yield of the Palace or City Hall
  • Adds +1 Gold Adjacency to adjacent Quarters
  • 40% discount to purchasing this upgrade in Towns, doubled in Cities that are not the Capital

Enlightenment
Spawns 5 Great Scientists with 1 charge on owned tiles with 40 total Yield outside of city centers. Once gathered onto a single tier 2 non warehouse Exploration Age Building, can activate its secondary ability which adds 20 points to the age tracker or ends the game with a Scientific Victory.

Great Scientist - Civilian Unit​
  • Movement: 2 tiles
  • Distribute Treatise: Special action that can be performed on Urban or Rural Tiles in Cities. Consumes 1 improvement or specialist, triggers a growth event allowing the consumed population to be reassigned. -2 Food, +2 Happiness if assigned as a specialist. Can only be used once, but does not destroy the unit.
  • Open Debate: Special action that can be performed on a University, Pavilion, Menagerie, Hospital, Bank, or Armorer when 4 other Great Scientists are present. Triggers a Scientific Victory.

I think I mostly skewed towards great people victory projects since I really like the idea of the Great Banker in the Modern Age Victory Project. I do have some notes on how I'd want to change them a bit but I'll keep that for another time.

Anyway, I'd like to hear what other people think of having Victory Projects for the earlier Ages and what kind of Victory Projects you all would like to see in these Ages.
 
I had some similar ideas
Ideas for each of the Legacy Paths to become an actual Victory for their age being the "Final" one (allowing an Antiquity-Exploration game, or a single age game with a real victory)


ANTIQUITY
Cultural: Spread Fame to the 4 corners
once you have 7 Wonders you receive 4 different chroniclers (in your capital? on one of the Wonders?) they need to spread the fame of what you did to the Northernmost, Westernmost, Southernmost, and Easternmost Settlements on your "Land" (ie no need to go to distant lands that you can't reach)
The Units would have the ability to travel fairly fast (like missionaries) and from any settlement find the closest settlement that was farther in their chosen direction (they can teleport along trade routes and connected cities)

Science: Build the Great Library Wonder (+5% production Per Library, +5% per Codex in excess of 10, +50% production per Future Tech/Civic)

Economic: Send Traders to build a string of Outposts to every Civ's Capital in this Land (Travel required... but with faster movement along Trade routes)... must build an Outpost every X path to move onto the next

Military: Build the "Ruler of the Known World" Project (+10% production per Suzerein CS... can get additional bonus with Diplomatic "Tribute" Endeavor) +2% Production per Commander Promotion
"Demand Tribute Endeavor" [can be done while at War... or at any relationship status]
Reject (You gain Large War support Against The other civ)
Accept (No Effect to other civ, but You get +50% production to "Ruler of the Known World" once you are at peace with this civ, and can't declare a new War on each other)
Support (You get +75% production to "Ruler of the Known World" once you are at peace with the civ, and can't declare a new War on each other... They gain a Large War support Bonus v all other civs and a Combat Str bonus v IPs)



EXPLORATION
Culture: World Religion, spread "Awareness" of your religion to a Majority of all IPs and a Majority of the settlements of Every civ (so a majority in each civ as opposed to an overall Majority)
Receive "World Missionaries"... every Settlement (including foreign ones) that follows your Religion Generates a free World Missionary for you every X Culture that it produces (World Missionaries can rapid move to a settlement with your religion..like rail travel)
World Missionaries introduce an unremovable "Awareness" whenever they convert either the Rural or the Urban Population of a Settlement... or they can add "Awareness" for Free to a city that already has your religion
X reduced for Total Relics and Cultural Legacy milestones (from Antiquity)

Science: 'Great Scientists' spread "Enlightenment" to each Capital and Holy City: costs Influence, reduced by total Techs and Scientific Legacy Milestones

Economic: Build "City of Gold" Project... can spend $ to allow multiple Settlements to contribute their production (including CS Suzereins and Settlements you have Trade routes with*)
*Their production isn't lost just duplicated... for your settlements the production is going to that instead (bonus to production for military

Military: Claim Land on every continent other than your capital.
You get the ability to "Claim" land with Military units, on Continents other than your capital. Normal Military units and Scouts claim an area of radius 2... Commanders can claim an area radius of number of units+1.. Claiming takes time if it is outside of your territory (a unit in your territory can claim all of that settlements territory immediately)
"Claimed" Land can in be in the Territory of other civs unless they are at war with you or they have also finished the Military Legacy. (once civs make peace, the claims are recognized again)
but only one civ may "Claim" a particular area
You must claim 20-35% of each continent (other than your home continent).. land and coast tiles only (amount reduced by Military Legacies?)


MODERN Revisions
Cultural: Increase the cost and Have a Diplomatic Endeavor "Invitation to World's Fair" (expensive for Influence)
Reject (Rejecter: Expensive for Influence, also gives Culture/Science/Happiness penalties based on Civics and Techs of Proposer)
Accept (Accepter gets Culture/Science/Happiness bonuses based on Civics and Techs of Proposer....Proposer gets +50% to Production of World's Fair)
Support (both sides get +100% boost to World's Fair and large Influence bonus)

Science: As is... with a + production boost for Future Techs

Economic: As is (possibly increase the Gold cost)

Military:
Building Manhattan Project gives you a Free Nuke and makes nukes available for everyone (First Nukes should be more expensive, nukes after the first one should be cheaper)
You must actually Use a nuke on an enemy Urban District to unlock Operation Ivy
(otherwise the same)



I like how your ideas could be used even if the Age doesn't end there.
 
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