Dynamic score victory

Scrabbler

Chieftain
Joined
Jul 15, 2007
Messages
32
Location
Scotland
Here is an idea for a new type of victory condition - the dynamic score victory. It is meant as an optional variant that you can choose at game setup to replace the standard set of winning conditions.

As for the current score victory, each player would score points in a number of categories: e.g., Population, Science, Culture, Economics, Religion, Diplomacy, and so on - the exact way to do this would require careful balancing. The points in each category would then be multiplied by a multiplier that starts at 100% and a particular civilisation's score would be the total score from their best three categories. This means that you don't have to be good at everything, but you do need to concentrate your efforts in multiple areas.

At the start of each era, each civ may then choose to upvote or downvote one or more categories. So, for example, you could choose to reduce Science by two percentage points to lower its multiplier to 98% and add two points to Culture to make it 102%. Another player may decide to downvote Culture and put votes into the percentage modifier for Diplomacy. As a comeback mechanic and to prevent runaway leaders, one option could be to give civs more or fewer votes depending on their current position in the score ranking table.

The winner would then be the civ with the highest total score at turn 500, or the game could end early when a civ achieves 150% of the score of their nearest rival.

The idea is to make the game a bit more dynamic, particularly in the late game. Currently, once you have picked your strategy and have decided to go for a scientific or cultural victory, you are pretty much forced to go down a very similar path every time. With an ever-changing weighted score, you may have to change your plans throughout the game, e.g., you may have invested a lot in Culture but find that its modifier has suddenly been reduced to 50%. You would also need to keep an eye on all the other civilisations and what kind of areas they might be investing in.

Anyway, just a suggestion.
 
I like it. I've proposed something similar, without the dynamic part. I really like the idea of having one victory that would encapsulate all the different victories we have now. Your idea of being able to down vote or up vote on the different modifiers is intriguing because it would shift things around mid game and thus make things less predictable but also could add more to the diplomatic aspect of the game.
 
Anyway, just a suggestion.


I like that!

Two ideas:
1: Capture the Queen, and Flag (+relics) victory type, with proper stealth murderer*, robbers* units, to improve scoring.
2: Kill the scientists, merchants, everyone! Additional scores for each unit killed, city razing gives massive points.

Now victory points are almost pink elephants dancing in tu-tu.... We need bad actions to get consideration, we need
to give Ceasar back what belongs to him! The Era scoring points seems worthless to final victory points,
instead they could be meaningful, Dynamic could mean that All civs total Era points could get summed together in a
dynamic All Era view, that one civ decision or achievement could also hurt YOUR era score, but , and, all are linked at a later point, that we could get to see at game ending (that would also make a good ending, that gives us some sense of pride actually,
tells us what has happened in 8000 years history in all the world, and not just our civs, with some animations going) at least!


*This could also be kid friendly, just call them vaporizers, or black priests (black for the dress)
that's it. I would totally like a +16 of age expansion at any point, but kids are united at this point..
 
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