Conditions of Victory

Sircam

Chieftain
Joined
Sep 2, 2007
Messages
31
Location
Genoa - Italy
The following are suggestions that want to improve the game. I am waiting for "shadow" but I only see a lot of new things but any refine to the gameplay.

I have played hundreds of games with FFH2 but I think that the conditions of victory are unbalanced with some simplest than others. I always win building all Altar of Luonnotar because with the right Religions is matter of time gathering all prophet i need and remove it from the VC is not a solution.

I try to give you my impressions about the VC:

- points vicotory is to easy (I play at Monarch)
- conquest victory is amusing but not if it is achieved for hundred of games.
- Domination is funny only in small map. If I want a longer game playable in a lot of days and not in a few hours I have to use large maps and I can assure that in large map Domination is nearly impossible or it is boring
- Tower of mastery is bugged and the Mana Request are very high
- Spreading Religion in all over the world (in large maps) hoping to achieve a victory us very difficult. In my last game I spread my religion in all the cities of the enemies but I was unable to reach 80% considering that I was disposed to pay in order to convert my enemies

So the simplest way to win is the Altar of the Luonnotar...

Therefore I am grateful to Kael and all the guys who are working to the mod for the countless hours of fun they give to me but I pray them of refinig some aspects of the game instead that to add new things and to uniforms the Conditions of Victory
 
Well if it's too easy, then turn off all the victory conditions. (I never play to win, so Conquest is usually the only one I allow.)
 
I also don't play the game to win... usually. But I leave all the victory conditions on hoping that the AI will create a situation where I must react to not losing. But its been many versions since the AI has been able to get close to the Altar victory. In fact I don't remember seeing any Altar pop-ups for some time now. And I have yet to see the AI get close to any other victory yet.
 
Turn off all the victory conditions is not a solution for my own style of game (Huge Pangea Map). I am trying to explain that some conditions are easier to reach and that always making war on all the map to destroy all other opponents is boring
 
Could there maybe be specific victories for each civ like in RFC. For example the bannor could have,

- Control more then 30% of the world.
- Spread Order to 25%
- Control the Order Holy City

If all 3 of these are achieved at the same time they win a unique victory.
 
Yh, I'm pretty sure the only game I've one was a conquest on a tiny map against 1 other civ lol.
 
I'd like it if new quests that gave civ-specific victory coditions were added, but would want an option to turn them off. I typical don't actually try to win very often, and don't like being forced to win just when the game is getting good.
 
I find I rarely finish games either, but at the same time that bothers me a little. My biggest problem with FFH2 is the lack of an endgame. The games I've won were basically tedius grinds at the end with me stamping out the last of the opposition. Or altar victories.
 
Should introduce unique victory options/quests for each Civ, and lower the requirements on some of the current Victories to match the ease of a focused Altar Strategy (like bring religion down to maybe 60%, but add a requirement that all religions have been founded so you can't simply Disciple rush).

Then: Remove the stupid "XXX has won a YYY Victory!" display if you decide to continue playing. Then you can finish a game, win and all that, and continue to play with your world until you happen to get bored with it.

Honestly, I'd prefer it if they would just keep count of Victory Points, 1 awarded for each thing you accomplish which would normally grant a victory, and then tally it all up when you quit the game and announce at that point who really wins.
 
The games generally get too dull near the end for me to bother finishing them. There just isn't much of any challenge left (and sadly, the AC generally doesn't help this).

I find this to be a fault of the genre, though, rather than one of FFH in particular. Once you're the major world power... well, that's pretty much it. Game over. Victory pretty much guaranteed.

IMO, it should be just as difficult to keep a great empire together as it was to build it in the first place. It's the reason I really enjoy Crusader Kings - where you can build the greatest empire in the world and have it fall apart because a schitzophrenic inbred leper ascends to the throne. Good times.

Honestly, I'd prefer it if they would just keep count of Victory Points, 1 awarded for each thing you accomplish which would normally grant a victory, and then tally it all up when you quit the game and announce at that point who really wins.

I think there was a mod that did this. Perfect Victory? Ultimate Victory? Something like that. Think it might have been rolled into BlazeMod. Not sure, as I haven't played in a while.
 
That mod just didn't tally up the points when you quit, it only changed the way the Time victory worked to base who wins when time runs out on more factors than current score. I never allow a time victory, so I never liked that victory condition either.


I think the late game needs more random events that kick in when one player is too strong. These should help weaker civs and hurt the strong. Techs should diffuse to your neighbors, cities should rebel to form new civs, and there should be the possibility for technological regression (actually losing knowledge of a tech and needed to re-research it, not just having your research rate reduced.) (Preferably these events would also do away with the need for Civ IV's rather arbitrary system of inflation.)
 
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