[GS] How to make victory conditions harder?

Taa

Warlord
Joined
Jan 1, 2009
Messages
229
Hi

I like to make Cultural, Diplomatic, Religious and Science victory harder to reach.
I have been looking though Victories.xml and for expansions but I have not gotten any smarter.
I find something called CriticalPercentage and NumConditionsNeeded and thinking about increasing this, but I have no idea what they do :D

Some help please.
Have fun :)
 
I'm not sure what you're trying to do is as simple as just changing a value that the player needs to reach. Cultural victory requires you to have more outgoing-tourists than the internal-tourists. Science victory requires researching the late-game techs, building a spaceport, and completing some high production projects. Religious just needs majority religion in every civ. And Diplomatic requires getting 20 diplomatic victory points (and is honestly quite annoying to reach already, haha). All these things use different systems and aren't reliant on a single number to determine how easy or difficult they are to achieve.

I think you first need to decide how you want to make them more difficult. For example, you could make late-game technology cost more science, or increase production of certain things. I'm sure there are plenty of ways to creatively increase difficulty to suit your tastes.
 
Thanks for your reply OnlyHeStandsHere, appreciate it.
Hmm I see, I was hoping for something simple but I see its more complex than that. I only play with donimaition victory, the other one don't really interest me, but I was told that doing that will limit many civs since many civs is not focused on domination.
So my goal is to play a long game with unlimited turns with all victory conditions enabled, but make all except domination victory harder to reach for player but most importantly for Ai.

Is there any difference between requirements for player and Ai civs to achieve victory conditions? If this is the case, maybe there is something I can adjust so Ai civs get higher requirement for victory?

If no difference, I don't want to change how any mechanic work ingame, only the conditions/requirements for victory.
Science: Increase cost all final projects for victory: Reach the exoplanet, Terrestrial Laser Station and Lagrange Laser Station right?

Culture: "Attract more visiting tourists from every single civilization than they have domestic tourists at home". How can I increase tourism requirement for victory?
Slow down tourism only option?

Religion: "Your religion must become the predominant Religion in every civilization in the game". How can I adjust/increase this requirement?
Reduce growth of religion only option?

Diplomatic: "Reaching a certain threshold of Diplomatic Victory points (20 on Standard speed)". This I find a setting for "<Replace Name="DIPLOMATIC_VICTORY_POINTS_REQUIRED" Value="20" />" I think I can just increase this number to maybe 30.

Score/Time: I play with unlimited turns so this get disabled automatically.

What is this setting?
<Replace Name="SCIENCE_VICTORY_POINTS_REQUIRED" Value="50" />

Looking forward to suggestions :)
 
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For Science: The "SCIENCE_VICTORY_POINTS_REQUIRED" is most-likely the number of lightyears you need to win after launching the exoplanet expedition (you do need normally 50 lightyears). So increasing that value would certainly make it take longer. The exoplanet expedition moves at 1 lightyear per turn, in theory taking 50 turns for a science victory after you launch it. The Terrestrial Laser Station and Langrange Laser Station increase the speed so that you can get more lightyears per turn. While you could increase the goal number of lightyears, it might be better to just increase the cost of the space race projects since any goal number could become irrelevant if you keep stacking boosts until your expedition moves at 10, 20, or whatever lightyears per turn.

For Culture: There may be ways to manually add domestic tourists to civs to make the goal higher in a culture victory, though I wouldn't know exactly how. Probably a better way would be to look into the tourism multipliers. There are plenty of these throughout the game from civics, great people, etc. (For example, there are great merchants who increase your tourism to civs you have a trade route, or unlocking the tech 'Computers' grants +25% tourism across your entire empire.) You could add modifiers to every civilization with negative values so that it takes them longer to generate tourism. You could even tie it to certain eras, or maybe even a building if you want it to be something people actively pursue. (Civ 5 had a wonder called 'The Great Firewall' which reduced incoming tourism.)

For Religion: I feel like this is trickier to balance. Religion plays out very much like domination victory, only with faith as the resource for creating your 'army'. But faith is also used for a lot of different things in-game. And if you 'nerf' the religious units then you might even have trouble simply spreading your religion among your own cities. You would really just have to adjust things to your personal tastes.

For Diplomatic: I don't think you need to change anything really. I can't fathom an ai winning a diplomatic victory since the ai will always blow all their favor on voting down anyone winning in a diplomatic victory, and the way diplomatic favor cost scales with multiple votes, they will essentially always have enough favor to stop a single person from taking away. The only way I could maybe see it is if 2/3 of the other civs were conquered and the ones that were left had no diplomatic favor for some reason. But yeah, you can just increase the goal if you like.
 
Nice suggestions, thanks.
Ok, so far science and diplomatic victory is solved.

Culture: I think this settings is interesting:
[QUOTE="Victoria, post: 15377031, member: 208503"
Key
TOURISM_CULTURE_PER_CITIZEN=100 - This means every 100 culture you accumulate = 1 domestic tourist.
TOURISM_TOURISM_TO_MOVE_CITIZEN = 200 - This is multiplied by the starting number of players in the game to decide how much tourism it takes accumulated with an individual civ to get a tourism point from that civ ... and remove a domestic tourist from that civ.
[/QUOTE]
So maybe double TOURISM_TOURISM_TO_MOVE_CITIZEN?

Religion: I don't have any good ideas here. What about reducing movement and spread charges on religious units? That will slow that spread of religion, but will it help to make religious victory harder?

Anyone have any other "non intrusive" suggestions to make culture and religious victory harder?
 
So maybe double TOURISM_TOURISM_TO_MOVE_CITIZEN?
That would be a lot harder but not as hard as TOURISM_CULTURE_PER_CITIZEN=1 :goodjob:
I would suggest try TOURISM_TOURISM_TO_MOVE_CITIZEN = 300 first before going silly.

For an RV
RELIGION_SPREAD_COMBAT_VICTORY = 0
ReligionEvictPercent="10" for apostles
should slow it down but it probably still inevitable
 
Thanks for your suggestions Victoria.

Ok then I try this for now:
Science
PROJECT_LAUNCH_EXOPLANET_EXPEDITION: 2100 -> 21000
SCIENCE_VICTORY_POINTS_REQUIRED: 50 -> 300

Diplomatic
DIPLOMATIC_VICTORY_POINTS_REQUIRED: 20 -> 150

Culture
GREATWORKOBJECT_WRITING : 4 -> 2
GREATWORKOBJECT_MUSIC 4: -> 2
GREATWORKOBJECT_RELIC 8: -> 4
TOURISM_TOURISM_TO_MOVE_CITIZEN 200 -> 40

Religion
RELIGION_SPREAD_COMBAT_VICTORY : 250 -> 25
UNIT_APOSTLE ReligionEvictPercent : 25 -> 10
Reduced movement and SpreadCharges for all religious units.

This is probably unbalanced but I don't really know how to make it balanced.
Anyway my goal is to make all victory conditions harder, and I think this will do that.
 
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