Dale
Mohawk Games Developer
- Joined
- Mar 14, 2002
- Messages
- 7,848
Victory conditions are a bit of mess, in my opinion. The conquest and science victories, you could be just coasting along, and then in the last 10% of the game race for the victory. Either of then. Then you have cultural victory, which if you don't play a certain way from turn 1 becomes out of reach. Oh, the diplomatic route, make a single mistake (ie: piss off a single AI) and it becomes unobtainable too.
Victory conditions also represent a single state at the end of play. You win a science victory because your spaceship launches. You win a conquest victory by no one else surviving. You win a diplomatic victory because a single vote got you in. Each of these victories really on a single state. How many victories have you "fluked by accident"?
So what can we do?
I think I've come up with a way to make victory reflect the entire game. The victory is completely based off of how you play the game, not just how you ended it. Victory should be based on how you influenced the game World, not how you are on a single turn.
Premise:
Victory is achieved by the movement along various Scales of Influence (SoI). These SoI determine how well you did in a number of areas of the game. If you excel at an area so that you are the clear leader, you become the winner of that game.
Scales of Influence:
- Military: A reflection of military power and how your military performed.
- Science: A reflection of scientific research and how much of a technology innovator you were.
- Culture: A reflection of your Civ's culture and the cultural influence on the World.
- Diplomacy: A reflection of your Civ's dealings with other entities in the game.
- Economic: A reflection of the financial management of your Civ.
- Domestic: A reflection on the happiness and health of your population.
How it works:
For every action that you perform in the game, the SoI move to reflect the choices you make for your Civ. Some examples:
- Win a battle: military scale increases.
- Conduct positive diplomacy: diplomacy scale increases.
- Build a bank: economic scale increases.
- Research a tech: science scale increases.
- Build a wonder: culture scale increases.
- Build a colosseum: domestic scale increases.
- Win a war by backstabbing your neighbor: military scale increases, diplomacy scale drops.
- Implement slavery: economic scale increases, culture scale decreases.
- Reject a plea for military assistance: diplomacy scale drops.
- A successful war for a long time: military scale increases, domestic scale decreases (war weariness).
Victory:
During game setup the player can set each scale requirement to whatever level they wish. So if they want a high requirement of diplomacy in their game then set the scale for diplomacy high. By mixing and matching the scale requirements for the 6 categories you can create any sort of victory condition you want. If the player doesn't want to handle this, default values for each scale will be used (play testing would have to show what the marks are).
As you can see there are many varied opportunities here. In this way, the decisions you make during the game lead to victory based on how you played the game. It you've conducted a lot of successful wars through backstabbing your neighbors, then diplomacy victory will be impossible but a military victory will be quite possible.
What do people think of this idea?
EDIT: Added victory definition.
Victory conditions also represent a single state at the end of play. You win a science victory because your spaceship launches. You win a conquest victory by no one else surviving. You win a diplomatic victory because a single vote got you in. Each of these victories really on a single state. How many victories have you "fluked by accident"?
So what can we do?
I think I've come up with a way to make victory reflect the entire game. The victory is completely based off of how you play the game, not just how you ended it. Victory should be based on how you influenced the game World, not how you are on a single turn.
Premise:
Victory is achieved by the movement along various Scales of Influence (SoI). These SoI determine how well you did in a number of areas of the game. If you excel at an area so that you are the clear leader, you become the winner of that game.
Scales of Influence:
- Military: A reflection of military power and how your military performed.
- Science: A reflection of scientific research and how much of a technology innovator you were.
- Culture: A reflection of your Civ's culture and the cultural influence on the World.
- Diplomacy: A reflection of your Civ's dealings with other entities in the game.
- Economic: A reflection of the financial management of your Civ.
- Domestic: A reflection on the happiness and health of your population.
How it works:
For every action that you perform in the game, the SoI move to reflect the choices you make for your Civ. Some examples:
- Win a battle: military scale increases.
- Conduct positive diplomacy: diplomacy scale increases.
- Build a bank: economic scale increases.
- Research a tech: science scale increases.
- Build a wonder: culture scale increases.
- Build a colosseum: domestic scale increases.
- Win a war by backstabbing your neighbor: military scale increases, diplomacy scale drops.
- Implement slavery: economic scale increases, culture scale decreases.
- Reject a plea for military assistance: diplomacy scale drops.
- A successful war for a long time: military scale increases, domestic scale decreases (war weariness).
Victory:
During game setup the player can set each scale requirement to whatever level they wish. So if they want a high requirement of diplomacy in their game then set the scale for diplomacy high. By mixing and matching the scale requirements for the 6 categories you can create any sort of victory condition you want. If the player doesn't want to handle this, default values for each scale will be used (play testing would have to show what the marks are).
As you can see there are many varied opportunities here. In this way, the decisions you make during the game lead to victory based on how you played the game. It you've conducted a lot of successful wars through backstabbing your neighbors, then diplomacy victory will be impossible but a military victory will be quite possible.
What do people think of this idea?
EDIT: Added victory definition.