Beginnings and Endings

TheDS

Regular Riot
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Over the past few days, I've thought about different ways the game could be started and different ways it could be ended, and I thought I'd share those ideas.

1. The unequal time start.

Inspired by another post somewhere around here, it occurred to me that what they did in the Barbarians scenario could be applied to the game as a whole; that is, allow the other civs to take some of their turns before you get to take yours. Sure, you can do this already by simply moving your initial settler around, but you can't do that for the AI civs, and maybe you want to have a few extra starting turns over them. I think it would be a good way to change the difficulty level without having to resort to the ridiculousness of giving the AIs a whole army and double your production speed in bonuses, and allow the game to be played the way it was meant to be more often.

2. The late start.

This is already in the game, and I just wanted to let it be known that I like it a lot.

3. The early end - high score wins.

This is a score-based ending. You choose a particular date or number of turns (because games might start later than 4000 BC), and when that time is reached, the game ends and whoever has the highest score wins. Choices might be 1 AD, 1000 AD, 1500 AD, and so on. This, combined with the late start, would be useful for those who are trying to perfect their skills in a particular era. Frex, I played several games out to 1 AD in an effort to improve my REXing, but didn't have a way to check the scores to see how I compared to everyone else.

4. The early end - first to a tech wins.

As the name implies, the first to reach a particular tech (or era) wins. Actually, I think it should work such that once that particular tech is reached, whoever has the highest score wins, but it could go either way.

5. The early end - first to a score wins.

Whoever reaches a particular score wins. A variation could also be such that whoever reaches a particular amount of "power" wins, as long as he's got a respectable lead over the number 2 guy.

6. Mission end.

Each civ is given a particular mission, like discover the new world, or sail around the world, or whatever. It's conceptually very much like any of the other victories, the main difference being that it could end the game much sooner.


You wouldn't necessarily have all these endings activated at the same time as others. Ending the world by 1000 AD or first circumnavigation would work well together, but not with space race and culture (with a few players being rare exceptions.)
 
I like these ideas in general. I think the moral of the story is that Civ 5 should be flexible in what options you can have for your game.
 
Woo hoo! This thread was just featured in Ep 94 of the Polycast! :goodjob: Linky to the discussion thread, where you can find a linky to the podcast.

And of course, you can continue talking here. I'll listen to the 'cast in a little bit to see what they had to say.
 
Rhye already did some of this, but it would be interesting indeed to see if option 1 can be handled in a pure random game. There might be a risk of a civ wiping out all the other civs while you're waiting to pop.
 
I like the early end ideas. I love the game up through the age of exploration, but shortly after that(roughly around Scientific Method, I guess) the game stagnates and I end up never finishing them.
 
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