[Development]Epic Adventures in Wildmana (civ specific victory condition)

@sephi
any news if you want to add bonuses once the victory conditions are achieved, or do plan on keeping it a victory only mechanic?
I always intended a give some lite rewards (not too powerful, but cool), but it's not the part I need ideas for right now ;)
 
I always intended a give some lite rewards (not too powerful, but cool), but it's not the part I need ideas for right now
very good to hear. it might be a bit easier if you could tell us what factions are pretty much done, so we won't waste your time by giving you suggestion about same civilizations over and over again.

khazad:
1) have X% of the worlds gold
2) have access to all earthly resources (copper, mithril, iron, gold, silver, ...)
3) control Y% of all hill and mountain terrain

svartaflar:
1) destroy a civilization without declaring war (using hidden nationality)
2) capture X slaves
3) destroy ljosalfar if encountered
4) kidnap Y great specialists
5) dominate the council of esus for Z turns

ljosalfar:
1) have every land tile in your empire covered with ancient forest / cover X% of the map with ancient forest
2) have no enemy units enter your territory for Y turns

Luchuirp:
1) build all golem enhancing buildings in all cities, build X amount of golems

Hippus:
1) gain X amount of gold through raiding
2) have the Y% of all mounted units in game
3) recruit Z amount of mercenaries
4) control W amount of horse, wheat, grain resources
5) control V% of plains on the map
 
Ok, so how about these -

*Shieam:
100AC
Summon Hyborem by x turns
Control AV city by x turns

I think that these guys should lorewise be the ones to bring armageddon, summon hyborem and follow AV. By putting time limits on the bottom two it forces the Shieam to start the hell terrain spread asap rather than establishing themselves with good tile yields and holding off the hyborem spawn.

*Ljos:
Found FoL before x turns
Destroy Svarts (if in game)
Build Yvain and the other FoL hero
First to research commune with nature
Don't lose a city before x turns
Must have more than x archer units by y turns

Basically a lot of little conditions, since some of them are in competition with the Svarts. Didn't have many ideas for these guys since they don't seem to have an agenda apart from destroy/convert the winter court.

*Svarts
Found FoL before x turns
Found Esus before x turns
Destroy Ljos (if in game)
First to research commune with nature
Take x cities before x turns
Steal x great people

So, pretty similar to Ljos, but in my opinion the whole nature of these two civs is to be competitive with one another. They'll both be going for the FoL and commune with nature, but losing one of these conditions to the other civ can be redeemed by destroying the other elves.
In a game without the other elves then you'll stand a good chance of getting the condition.

*Illians
Cover the world with x tiles of ice
Complete the draw
Summon Drifa

So why no Auric ascended? Well if you get him then you've effectively won the game (-the godslayer turning up to ruin your day). The best way to cover the world in ice is to get AA anyways since he spreads ice wherever he goes, I think. There's no point having a condition which is intrinsic to the mechanics of the civ because you'd win the game after ascending and you'd never get to use AA to batter other civs.
Possibly the perk at the draw and drifa should be to turn certain tiles to ice/tundra - which brings you closer to the final condition.

*Amurites
Build 4 archmages (possibly a level req, or must have gained the 'master of..' for one of the four groups of magic as well for them?)
Control x mana nodes
Build catacomb liberalis
Govannon must know x level 1 spell spheres

Controlling x mana nodes is the big one here. Makes you into a real mana whore rather than just cycling nodes to get govannon to learn spells. Puts some emphasis into becoming masters of magics rather than sitting at home studying - I see the amurites as predominantly focused on their right to access all magic and see the other civs of denying them of this, and so will be actively expanding to correct this.

*Kuriotates
Summon Eurabates (obviously)
3 size x cities (x being a high pop)
x number of settlements by turn y

That's all I can think of for these guys, I'm not sure of a way to chase after maximum diversity like it says they have in the pedia, but if there was a way I'd have that as a condition.
The settlements thing is to encourage culture spread for the sake of expanding an empire rather than just for the odd resources you need and then sticking to your corner of the map. Do settlements cost maintainance by the way?

*Khazad
Found RoK
Build Bambur and Arthendain
x Gold by y turns

Erm pretty obvious ones there tbh.

*Malakim
Found Empyrean (they're actually better when following order but it's the price to pay for following the lore)
Lead the overcouncil for x turns

Can't think of any more..
I'll post more when I have more ideas.

EDIT:
very good to hear. it might be a bit easier if you could tell us what factions are pretty much done, so we won't waste your time by giving you suggestion about same civilizations over and over again.
Yeah, that just happened :)
 
Hyborem :
-kill/conquer Brigit,
-kill the bannor and the mercurians (if they are not /no more on the map it is considered done)
-raze the order and empyrian holy cities
-AC=100
-every civ is evil
-have a(or 2-3) 100 pop city (or 200pop if 100 is too easy)

baleseraphe:
-as said before
+ have the support of the "jungler" House
 
clan of embers:
-outnumber all other players 2:1 (not in strength)
-keep at peace with the barbarians
 
I always intended a give some lite rewards (not too powerful, but cool), but it's not the part I need ideas for right now ;)

Good - cool is better than powerful. (This, btw, is the best geopolitical organizing principle.)

Any civs in particular you want more ideas for?

System idea, assuming you have plenty of good ideas for each civ:
Randomly assign Destiny VCs each game.
 
Lanun: Sail round the world.
Build Deruptus (suggestion - give Dereptus Lanun a Civ specific version of Dereptus that requires Sugar and produces Rum - you can nick the icons from Colonization)
Explore Aifon Isle
Defeat the Kraken.
Any time after turn 150: Control X% of the total worldwide naval units.
 
Idea for the Jotnars:
"Gone for Good" - Ritual available at ?, produced in a settlement will abandon the settlement. ->Abondon all your settlements to win the game.
 
I have added now about 70 Adventures, so the first playtesting isn't that far away anymore.

Civs that are still lacking are the following, but ideas are of course welcome to for all civs.

Austrin, Clan, Faeries, Frozen, Khazad, Lanun, Luchuirp, Mercurians
 
Austrin:
Have the entire world map visible
Build a city on 7 different landmasses.
Raid x number of dungeons.

Lanun:
Capture x number of ships with boarding parties.
Pillage x gold from sea improvements
Amass x gold
 
Luchuirp:

Workshop of the world, produce more hammers then anyone else. Have a fully industrialised economy.

Possess relevant mana.

Produce X Golems of X power. Produce the Mithril Golem.
 
Mercurians

Raze Ashen Veil Holy City.
Destroy Hyborem.
Total Population of Good Civs > Neutral + Evil Civs Combined.
 
A thought on "Assembling the Dark Council" (or whatever it might be called) Scion Epic - it could involve expending Awakened and/or Great People on the effort, rather than what they're normally used for, in addition to some diplomatic or trade conditions.


Austrin - Capture X Pegasus, Have X Air mana
Clan - Turn X cities with Hero. Capture X Barb cities
Faeries - possess all of resource X... X changes occasionally
Frozen - no grain resources of any one type being farmed anywhere in world after turn X
Lanun - control X of world trade.
Luchuirp - Barnaxus "awakens" X golems.
Khazad - Spend X gold on "Recruit Underhome" over course of game.
Mercurians - Immanentize the eschaton - Raze X evil cities and have lost Y of own units. (Deleted units (or maybe removed via "Sacrifice" spell) count double. Ideally the more units removed in one turn the more they count.)
 
Both the Frozen and the Illians should need to ascend Taranis/Auric as one condition.

I'm uncertain as what else the Illians should have.

For the Frozen, a second condition could be either turning a certain percentage of tiles to Snow by turn x, or having y blizzard features on the map by turn z.
 
those who know some XML can playtest the Epic Destiny Victory Condition in Patch 8.30. Just add
Code:
		<VictoryInfo>
			<Type>VICTORY_EPIC_ADVENTURE</Type>
			<Description>TXT_KEY_VICTORY_EPIC_ADVENTURE</Description>
			<Civilopedia>TXT_KEY_VICTORY_EPIC_ADVENTURE_PEDIA</Civilopedia>
			<bTargetScore>0</bTargetScore>
			<bEndScore>0</bEndScore>
			<bConquest>0</bConquest>
			<bDiploVote>0</bDiploVote>
			<bPermanent>0</bPermanent>
			<iPopulationPercentLead>0</iPopulationPercentLead>
			<iLandPercent>0</iLandPercent>
			<iMinLandPercent>0</iMinLandPercent>
			<iReligionPercent>0</iReligionPercent>
			<CityCulture>NONE</CityCulture>
			<iNumCultureCities>0</iNumCultureCities>
			<iTotalCultureRatio>0</iTotalCultureRatio>
			<iVictoryDelayTurns>0</iVictoryDelayTurns>
			<VictoryMovie>ART_DEF_MOVIE_VICTORY_TOWER_OF_MASTERY</VictoryMovie>
		</VictoryInfo>
at the end of the Civ4VictoryInfos.xml file.

Lanun and Mercurians still need to be finished.
 
Civ4VictoryInfos.xml

where is this file located, i can't find it by using the search file option in windows 7. Did you put in the *.pak?
 
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