How many victories are enough?

Environmental victory? The whole nation becomes a group of tree-happy hipsters?

No, I think what's there now is enough.

i don't think that you know what "hipsters" means. hipsters are not the same thing as hippies.

trees are great and i think there should be more of a bonus for keeping them around (other than as hiawatha)

also, there should be a woodstock world wonder.
 
I agree, I want the current victories to be expanded, like conquer x number of civs allong with conquering ALL fo the capitals.

Update and re-make Civ 4's Space Race (Alpha Centauri, more space parts)

Make religion important in Cultural Victory.

Make Diplomatic more dynamic, take longer (more votes, rathern than just 1 that allows EVERYBODY to get voted for).
 
what is the meaning of life?

it's a "Hich Hikers guide to the gallexy" reference.
Asking what the question is is also a Hitchhiker's Guide reference. :p

Also, the question is not "what is the meaning of life." Nobody is sure what the question is. All they know is that the answer to life, the universe, and everything is 42.
 
Asking what the question is is also a Hitchhiker's Guide reference. :p

Also, the question is not "what is the meaning of life." Nobody is sure what the question is. All they know is that the answer to life, the universe, and everything is 42.
:blush: I need to watch the move again. It's been a while.:popcorn:

Alpha Centurai has an environmental victory (and the Civ 4 Planetfall mod for it) :)

The Environmental victory was mentioned in a thread about weather or not their will be any more expansions and DLC after a G&K. If such a victory was to be introduced It would only be after an expantion or DLC introduced environmental game play elements to Civ V [civ5].
 
This has always been a problem in Civ, however many victory conditions you have, since the only sanctions the game really provides to prevent other people winning are (a) winning earlier, or (b) going to war.

I'm not seeing the problem. You have a consistent way to interact with the opponent, in addition to simply racing them. I'd also say, though, that the fairly universal applicability of 'going to war' hedges against the issue that arises in Legend of the Five Rings.

The issue would arise if a (non-domination) VC came up that going to war was an ineffective counter against, putting you back into the position of only being able to outright race him as an option.

Civ V is another advance in this direction by adding CSes, which promote interaction and are needed for a diplomatic victory - one civ has to have each vote, and they can be removed. The UN vote could be swayed in earlier games by bribing/allying/destroying civs to vote for you/against your rival, but you could win a diplo victory just by having a majority population, without needing to interact directly with the rest of the world.

Rarely, since *achieving* a majority population usually involves a fair bit of direct interaction with the rest of the world.

And technically, having it swing on CS votes shuffles the player interaction into a more indirect route.
 
I'm not seeing the problem. You have a consistent way to interact with the opponent, in addition to simply racing them. I'd also say, though, that the fairly universal applicability of 'going to war' hedges against the issue that arises in Legend of the Five Rings.

The key problem is that Civ scales badly; once you get far enough in the lead you stay in the lead, and since the one sanction the game provides - war - is usually only effective against weaker powers, it isn't a good tool to equalise a player's position if they fall behind. Essentially, you can use war as a sanction, but only if you're at equivalent or higher tech level than your opponent. Once you reach a critical mass, there's nothing anyone can do to stop you going for any VC you want and can shoot for, because the leader in tech will typically be the leader militarily, or able to harness superior production facilities or income generation to produce an army more quickly.

This is when the issue arises that war becomes an ineffective counter ... and generally it arises at the same game stage when you most need to counter the rivals who are most able to threaten your own victory. I got ahead in a multiplayer game recently; all my human opponent could do was set himself an objective of wiping out the French before my spaceship took off. In the closest Emperor game I lost recently, I had a smaller military and lower tech level than Catherine and couldn't rush the Utopia Project to completion, so she won. In my current game I was in the lead until I got bogged down in war with Germany; now the Egyptians have raced ahead and I have no way of recovering the game in the remaining 200 years.

The issue would arise if a (non-domination) VC came up that going to war was an ineffective counter against, putting you back into the position of only being able to outright race him as an option.

The issue arises whatever the victory condition when war loses its effectiveness.

And technically, having it swing on CS votes shuffles the player interaction into a more indirect route.

I don't see it that way, I see CSes as objectives to compete for. So, for instance, while a Wonder is something one player or another gets, and there's no way either rival can compete directly to secure it (other than warfare once it's built), a CS is something where you can directly influence the favour either you or your opponent has over it - and what's more that opponent can counteract that, and do so repeatedly. You can rush a Wonder to stop the other guy getting it, but once it's yours it's yours for good unless you lose the city. That makes CS competition much more direct, and more targeted against Rival X, than most Civ sanctions (such as Wonder-rushing).
 
The key problem is that Civ scales badly; once you get far enough in the lead you stay in the lead,

That's an entirely different problem. By which I mean, it's one that's not directly impacted by simply adding new vectors of interaction - unless they're designed explicitly to favor the underdog, they're more likely to excaberate the problem you highlight rather than mitigate it. Espionage in Civ4 is a prime example.

It's also something that's true for most strategy games, with exceptions rare enough that I can't actually think of any off the top of my head.

and since the one sanction the game provides - war - is usually only effective against weaker powers, it isn't a good tool to equalise a player's position if they fall behind.

Actually, it's effective against anyone who lets their military lag while they focus on economy or growth - at least, until they leverage their advantage in those fields to catch up and then overtake you on the military side. "Pulling ahead" in one field usually involves a window where you lag behind on others - and it's not until that window closes that you become untouchable.

And I'd also argue this is where Civ4's SoD gives it a bit of an advantage. Between 1UPT and city-militias, it's much easier to bog down an invasion and hold out long enough to shut that window against someone looking to exploit it. (This is also likely why my diplomacy tends to suffer in 5; I find it much more effective to neglect my army until it's needed and focus on economy, which makes me look like a target.)

Essentially, you can use war as a sanction, but only if you're at equivalent or higher tech level than your opponent. Once you reach a critical mass, there's nothing anyone can do to stop you going for any VC you want and can shoot for, because the leader in tech will typically be the leader militarily, or able to harness superior production facilities or income generation to produce an army more quickly.

And can easily fight off attempts to out-bid him on CS influence. And have more power on the espionage front (at least in previous editions - we'll see in a bit whether Civ5's implementation breaks the trend.) Which, again, is why I consider it a different issue. You can add in more paths, but unless you craft them for the purpose of tearing down the leader, they'll be just as effective (if not moreso) as means to maintain the lead.

And if you do craft them that way, you risk a different problem entirely...

The issue arises whatever the victory condition when war loses its effectiveness.

I read that as "if you outplay the opponent and nullify his/her attempts to interact with your victory, you win." Which in turn I read as "how things should be."

This, again, is something that would still hold true if other 'sanctions' or avenues of interaction existed.

I don't see it that way, I see CSes as objectives to compete for. So, for instance, while a Wonder is something one player or another gets, and there's no way either rival can compete directly to secure it (other than warfare once it's built), a CS is something where you can directly influence the favour either you or your opponent has over it - and what's more that opponent can counteract that, and do so repeatedly. You can rush a Wonder to stop the other guy getting it, but once it's yours it's yours for good unless you lose the city. That makes CS competition much more direct, and more targeted against Rival X, than most Civ sanctions (such as Wonder-rushing).

First, 'wonder-rushing' isn't a sanction, it's a competition. Espionage/sabotage is a sanction - an alternative to straight racing for the wonder (if you know where to direct it) or bashing his head in for it.
Competing for city states is... well, a competition that's won by whoever's ahead, just like everything else. And I have trouble viewing it as anything more than an indirect method of interaction, since you're... well, not actually interacting with him. You're interacting with the 'terrain.'
 
Personally I'd like a ton more victory options and content. As far as I'm concerned there is no such thing as too much VC and too much content. Than again I do agree than balancing the victory conditions is a very important thing. As the game stands now I won diplomatic by accident twice, even though i was going for science victory. Just cuz its so damn easy to do it when u reach it.

To sum up my post: More everything in the game, carefully balanced victory conditions.
 
As many vc as the ai knows how to use. Right now, probably one...
 
That's an entirely different problem. By which I mean, it's one that's not directly impacted by simply adding new vectors of interaction - unless they're designed explicitly to favor the underdog, they're more likely to excaberate the problem you highlight rather than mitigate it. Espionage in Civ4 is a prime example.

Oh, I agree with this. My point is more to do with the way the game as a whole is structured, in response to your querying my characterisation of war as the main form of interaction as a 'problem'. If there's essentially one route to victory, as is generally the case in Civ games, further subdividing the number of victory conditions you can shoot for in the late game is largely a window-dressing exercise. You have the better strategy, it's the better strategy for every one of the existing victory conditions.

It's also something that's true for most strategy games, with exceptions rare enough that I can't actually think of any off the top of my head.

It's something that can be true for most strategy games. It's not the default route to victory for most - you don't generally win chess by taking so many of your opponent's pieces that he has no way of coming back. Of course the goal is to manoeuvre your opponent into a position where he's forced into check, but it's the essence of a strategy game - rather than a puzzle game - that your opponent can counter or derail your strategy, rather than trying to find the single optimal route to victory that works every time. There's a reason in Civ V for the ubiquity of the GL-HS-PT route; once you have that strong a tech advantage, and a high rate of scientist generation from this combination of Wonders, there really isn't very much an opponent can do to restore parity. And if you get the GL and are in a position to select Theology as the free tech, there's no prospect of another player beating you to HS, while you're sufficiently far advanced techwise that you're unlikely to be beaten to Education. And the trouble with this kind of puzzle game in strategy game clothing is that it doesn't revolve around who has the best strategy; any cookie-cutter build taken from the internet will always work whatever your opponent's strategy or counters. It also becomes boring once the snowball hits - either you're the leader and there's no challenge, or you aren't and you either set yourself objectives to keep yourself occupied (such as wiping out your next biggest rival) or you call it a day.

Certainly there are exceptions - there are Civ games that can be (or can seem) close right to the end, but in my experience it's much more common for one player or another to reach critical mass and run away with the game. When this happens early (say, you're in MP and one player gets the GL-HS-PT), it can be game over - your rivals can at best refuse to sign RAs with you, but that does nothing to overcome your GS production advantage.

Actually, it's effective against anyone who lets their military lag while they focus on economy or growth - at least, until they leverage their advantage in those fields to catch up and then overtake you on the military side. "Pulling ahead" in one field usually involves a window where you lag behind on others - and it's not until that window closes that you become untouchable.

This, I'd argue, is the essential issue - this doesn't work well in practice. I've had games where opponents have had the jump on me militarily, but then I adjust to build a bigger military and can usually carry on the same strategy unopposed, so long as I have at least one production city I can devote to military development full-time. In Civ everything is so closely-tied to science that if you have the lead in science, there are few trade-offs with other aspects of play - you have a lead in science buildings to accelerate your tech further, more production building techs, more economic techs. You can afford to develop more slowly in these areas once you have a strong enough lead over your rivals. I only run into the need to compromise strongly when going for culture victory, since I want to maximise culture in all cities and generally to expand slowly.

And I'd also argue this is where Civ4's SoD gives it a bit of an advantage. Between 1UPT and city-militias, it's much easier to bog down an invasion and hold out long enough to shut that window against someone looking to exploit it.

Not to mention the AI. When your only sanction against rivals is war, and the AI can't handle warfare, the game is going to seem too easy.

And can easily fight off attempts to out-bid him on CS influence. And have more power on the espionage front (at least in previous editions - we'll see in a bit whether Civ5's implementation breaks the trend.)

From what we've heard so far, I doubt it. Espionage is tied to entering the Renaissance (no one gets spies before that), and spies develop through gaining experience. That seems a recipe for a tech race to the Renaissance to get the earliest spies and consequently promote them more quickly; again, the tech leader gets the advantage. Although since rushing to the next era isn't always the most effective tech route for victory, there may be a balancing factor there or at least an interesting dynamic.

I read that as "if you outplay the opponent and nullify his/her attempts to interact with your victory, you win." Which in turn I read as "how things should be."

It's how things should be if this is the only determining factor, but that's not my experience. My strongest common MP opponent is newer than I am to Civ V, but generally better than me in MP Civ IV - he's better at expanding, is more familiar with the Civ IV tech path and hence optimal techs, and tends to develop a stronger military. I'd expect to be somewhat better than him in Civ V, but not to the extent that I run away with the game. Yet we've played full games of Civ V together twice now - the first game, I was so far ahead that his only recourse was to invade before I completed the Utopia Project, which succeeded because we normally play peaceful games and so I'd completely neglected my military. Had I had an army, my tech advantage would have prevented him from pulling that off. In the second game, he had a strong lead to begin with but fell behind due to a war with France (AI) early enough to drain his resources, and had no prospect of recovering. In our last game of Civ IV, he was hemmed in and unable to expand strongly and, again, my civ was able to snowball.

Granted he probably deserved to lose those games, since he seems very reliant on expansionist strategies and doesn't adapt well when his opportunity to do so is denied, but my point is that he should have had some opportunity to either come back or delay my victory progress. And the fact that AI civs act in exactly the same way, either as leaders or followers, is telling. If the Ottomans lose their capital and most cities, of course it makes sense that they can't recover. But if the English just suffer a defeat in a war they began, lose their army but keep all their cities, they should have a prospect of coming back. No AI civ will ever topple the leading AI, and it's not easy to argue that one AI player is less skilled than another.

And alliances seem to be so badly-coordinated in wartime that neither an AI-AI alliance nor a human-AI alliance is likely to be game changing. In the game I started yesterday, England and Korea - at different sides of my empire - declared war on me simultaneously, with a bunch of Korean archers attacking Susa while English melee forces attacked Persepolis; by the time English ranged units joined the party, the English were out of melee units (which was just as well, since they brought catapults) and I had higher-tech Pikemen against their archers. Although interestingly Isabella saved Susa once Korean melee joined the fray - she seemed to deliberately move her army up to protect my city while my army was taking care of the English, declared war on Sejong and mopped up his attackers and then declared peace without, as far as I know, making any effort to capture Korean territory.

First, 'wonder-rushing' isn't a sanction, it's a competition. Espionage/sabotage is a sanction - an alternative to straight racing for the wonder (if you know where to direct it) or bashing his head in for it.
Competing for city states is... well, a competition that's won by whoever's ahead, just like everything else. And I have trouble viewing it as anything more than an indirect method of interaction, since you're... well, not actually interacting with him. You're interacting with the 'terrain.'

It's direct in the sense that you're directly interfering with another player's strategy - if you build a city to claim an iron resource you want to deny your opponent, you're "interacting with the terrain" but I'd class that as a direct sanction against that opposing civ.
 
It's something that can be true for most strategy games. It's not the default route to victory for most - you don't generally win chess by taking so many of your opponent's pieces that he has no way of coming back.

Wasn't talking about whether it's a "default route" or not, the fact remains that in most strategy games there's no coming back from a deep enough hole.

And the trouble with this kind of puzzle game in strategy game clothing is that it doesn't revolve around who has the best strategy; any cookie-cutter build taken from the internet will always work whatever your opponent's strategy or counters.

The thing with beelining the GL-HS-PT combo is that it opens a window of military vulnerability - it does you no good if you get wiped out shortly after by the guy who just went straight to swords. And trying to pop theology with GL is bit of a gamble in itself, unless you're playing SP below your level. If you fail because someone else's strategy involved blowing the GL on something faster... well, your strategy didn't work.

So no, it doesn't 'always work whatever your opponent's strategy or counters.' It just works more often than most other approaches.

This, I'd argue, is the essential issue - this doesn't work well in practice. I've had games where opponents have had the jump on me militarily, but then I adjust to build a bigger military and can usually carry on the same strategy unopposed, so long as I have at least one production city I can devote to military development full-time.

Except when you get bogged down in a war and someone else overtakes you :P

It's how things should be if this is the only determining factor, but that's not my experience. My strongest common MP opponent is newer than I am to Civ V, but generally better than me in MP Civ IV - he's better at expanding, is more familiar with the Civ IV tech path and hence optimal techs, and tends to develop a stronger military. I'd expect to be somewhat better than him in Civ V, but not to the extent that I run away with the game. Yet we've played full games of Civ V together twice now - the first game, I was so far ahead that his only recourse was to invade before I completed the Utopia Project, which succeeded because we normally play peaceful games and so I'd completely neglected my military. Had I had an army, my tech advantage would have prevented him from pulling that off. In the second game, he had a strong lead to begin with but fell behind due to a war with France (AI) early enough to drain his resources, and had no prospect of recovering. In our last game of Civ IV, he was hemmed in and unable to expand strongly and, again, my civ was able to snowball.

Granted he probably deserved to lose those games, since he seems very reliant on expansionist strategies and doesn't adapt well when his opportunity to do so is denied, but my point is that he should have had some opportunity to either come back or delay my victory progress.

I don't see why, other than perhaps just raw distaste for the random element involved.

It's direct in the sense that you're directly interfering with another player's strategy - if you build a city to claim an iron resource you want to deny your opponent, you're "interacting with the terrain" but I'd class that as a direct sanction against that opposing civ.

Well, now we're expanding the notion of 'sanctions' to where damn near everything counts - ergo, well past the initial claim that war was the only means. Snipe a barb camp before him, delay his settler with your scout, bribe a third party to declare on him...
 
Wasn't talking about whether it's a "default route" or not, the fact remains that in most strategy games there's no coming back from a deep enough hole.

The relevant distinction, I feel, is between "is" and "can be". A truly strategic game is just that - it revolves around strategies, counters, adapting your strategy to those counters. By its nature it's dynamic. Civilization games can more accurately be summed up by either rushing to the finish or, if your opponent is ahead in the race, whacking him over the head with a rock. It's very binary and doesn't leave a lot of room for dynamic play. Obviously it doesn't make it a bad game, or we wouldn't be here, but it does make it the kind of game where discussions of more refined victory conditions verge on the futile. It also makes the game much more about the experience than either the strategy or the victory - I'll remember the game when Isabella came to my aid in defence of my city against Korean aggression, not so much the game I won as Darius with a cleverly-planned science rush.

I think, as I've noted before, this is a large part of what leaves many people dissatisfied with Civ V - they miss a lot of the thematic window-dressing from Civ IV and earlier games, be it static leader personalities (however exploitable as game mechanics), more familiar city-level happiness (however much it shared the faults in realism terms that the fans of that system level at Civ V), health (notwithstanding that it was a remarkably ineffective gameplay mechanic lacking in strategic finesse) etc. Civ V has been designed from the ground up to be a strategy game first and a civ simulator second, but that really just emphasises the Civ franchise's shortcomings as 'pure' strategy games. Sure, the granary's new ability is more mechanically useful at the start of the game - but it doesn't feel like a granary. After months of playing the game I still default to expecting it to act as Civ granaries always have, both because it's familiar from the series and because - bluntly - it makes more sense. I can just about get behind a civ called the Zulus (though the Huns and Celts are pushing it), and I can cheer Monaco, Genoa or Tyre in my Civ V games, but I struggle to take the city-state of Sydney seriously. It's surprising just how much relies on the names arbitrarily assigned to mechanics.

The thing with beelining the GL-HS-PT combo is that it opens a window of military vulnerability - it does you no good if you get wiped out shortly after by the guy who just went straight to swords.

In this instance I already had swords, and popped a GS for quick Mathematics.

And trying to pop theology with GL is bit of a gamble in itself, unless you're playing SP below your level. If you fail because someone else's strategy involved blowing the GL on something faster... well, your strategy didn't work.

If you don't get the GL, it doesn't much matter what you were going to do with it. Likewise if they don't get it.

Except when you get bogged down in a war and someone else overtakes you :P

This is, I have to say, something that irritates me about the war system. Given that so much Civ interaction revolves around warfare, it would be nice to feel that war is effective only if the opponent's strategy is superior - if he's got a more advanced force, a better-promoted army, if he's prioritised securing allies or more strategic resources. In other words, if you're going to be derailed, it's because you get beaten in war. But so often players without a hope of beating you can just force you into a dragged-out war that will stall progress while everyone else advances. Again this is a function of the lack of dynamism in the system; anyone can accept being beaten fair and square, but being forced into a boring stalemate that you can't climb back from if someone else gets ahead is not losing to strong strategic play.

Although in the specific case of the GL-HS-PT situation, the strength of that combination is that to a large extent it's automated once the combo is in place - nothing is going to slow your GS production unless for some reason you need to unassign specialists from your universities, however bogged down you get in military production.

I don't see why, other than perhaps just raw distaste for the random element involved.

Yes, the random element is an issue when it can dictate the outcome of games from their earliest stages, rather than being a sideshow to the main event. But again the key issue is the need for dynamism; strategy is about dynamic problem-solving, it should never be a case of "I got countered once, so I lost". It's that ability to adapt which differentiates someone who plays strategically from someone who just copies a winning formula. To a large extent in Civ games, the tools to adapt are not there. If I get caught in a stalemate and later break it, I'll struggle to catch up, exactly as Andy found. If I'm knocked behind in the tech race, I'm denied a scientific victory - fair enough. But can I then switch direction towards domination or diplomacy (assuming culture is out since that requires early commitment), assuming I'm early enough in the tech tree? Not really, because being behind in tech will usually set me behind in both military technology and the Globalization tech path.
 
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