Thorn
King
A while back I had updated Sevo's Mastery Victory to work with Warlords. I've finally updated it again to BTS 3.19. I know that others have updated it and included it other Mods but I was surprised to see that no one had released it again as a stand alone mod.
This version was created from the one I created for Warlords. Then only change I made was I reduced the amount of time it takes before the Victory Screen scores are shown.
Thanks again to Sevo for creating this!
[Edit] Someone asked me what a Mastery victory is so I've added Sevo's original description below.
What is a Mastery Victory?
This version was created from the one I created for Warlords. Then only change I made was I reduced the amount of time it takes before the Victory Screen scores are shown.
Thanks again to Sevo for creating this!
[Edit] Someone asked me what a Mastery victory is so I've added Sevo's original description below.
What is a Mastery Victory?
Spoiler :
Mastery
A new victory condition for Civ4
The motivation behind this mod stemmed from a basic disatisfaction with games occasionally ending under what seemed to be cheap victories. You could possess 2/3 of the world's land and population, be four screws and a AA-battery from completing a starship to Alpha Centauri, possess the holy cities of all of the earth's great relgions and the all of the greatest cultural cities, and some jerk from the most impoverished and technologically backwards dictatorial nation on the planet gets voted president of the UN and is declared the winner? Bah.
The other thing that seemed to need changing was that players who built and planned with the distant future of their empire in mind were often at a disadvantage to those who sacrificed the long term to complete a short-term victory condition. Also, I just hated finishing a game early before I could see the final legacy of my empire.
The Mastery Victory is a new victory condition that approaches "winning" from a more comprehensive perspective in an attempt to address these issues.
This mod also includes the "Religious Victory" condition pre-made in the game but not available in vanilla.
The Design of the Mastery Condition
I wanted a new victory condition based on a few basic premises:
-Victory should only be judged at the end of the game (time frame)
-It should score civs on multiple different factors that require maximum development of the empire
-Along that line, it should rank players who score highly across many measures better than players who score very well in one area at the sacrifice of other aspects of the game.
-It should allow for a civ that doesn't warmonger to compete more evenly with civs that do while still leaving military battles a central part of the game.
-It should balance a historical and unchangeable component of the score with another component that can rapidly change in the late stages of the game.
The mod was designed to meet these objectives.
The Details
A Mastery Victory is won as follows:
-If selected, the mastery victory replaces the other victory conditions in the game (by nature it can't co-exist with them)
-Mastery Victory is determined ONLY at the end of the time-span of the game. You have to survive to the end.
-Points are given for the following:
-Land - 1 point per % of landmass controlled by team.
-Population - 1 point per % of total planet population possessed by team.
-Culture - 1 point per % of total planet culture belonging to team.
-Religion - 1 point per % of world religion if you control the religion's holy city. Only the top religion you control is scored, so second and third holy cities will not increase your score (but will prevent other civs from gaining points from them).
-Power - Your civ's power is summed throughout all of history. 1 point awarded for each % of the total summed power of all the surviving civs on earth. While power increases throughout time, this does mean that you'll be scored for your military for the whole game span.
-Wonders - 1 point per % of world wonders CONSTRUCTED by the civ, not owned! The game keeps track of who actually builds the wonders as opposed to those who capture them. Wonder benefits are still granted to whoever currently possess the wonders. This makes the investment of a wonder more meaningful and more realistic.
-Legendary Cities - Any city achieving Legendary status grants 30 bonus points. (You can have one, you can have five; you'll receive 30 points for each one you build).
-Starship - 100 points given to any civ launching an interstellar starship. This is a big score bonus but represents a significant achievement; if a civ that hasn't launched a starship is to be considered superior to one that has it must have made significant cultural and military achievements!
At the end of the game the scores are summed and a victor declared.
Notes:
-If you selecte "Mastery" victory type, the other types will be ignored (since it overrides them).
-The bonuses for Legendary cities and Starship were carefully considered; both are huge investments over the timeline of the game and represent significant achievements by the team. In essence, you are expected to launch a starship by the end of the game. If you don't, you had better have a pretty amazing culture here on earth to win since the other teams are going to be colonizing distant worlds.
A new victory condition for Civ4
The motivation behind this mod stemmed from a basic disatisfaction with games occasionally ending under what seemed to be cheap victories. You could possess 2/3 of the world's land and population, be four screws and a AA-battery from completing a starship to Alpha Centauri, possess the holy cities of all of the earth's great relgions and the all of the greatest cultural cities, and some jerk from the most impoverished and technologically backwards dictatorial nation on the planet gets voted president of the UN and is declared the winner? Bah.
The other thing that seemed to need changing was that players who built and planned with the distant future of their empire in mind were often at a disadvantage to those who sacrificed the long term to complete a short-term victory condition. Also, I just hated finishing a game early before I could see the final legacy of my empire.
The Mastery Victory is a new victory condition that approaches "winning" from a more comprehensive perspective in an attempt to address these issues.
This mod also includes the "Religious Victory" condition pre-made in the game but not available in vanilla.
The Design of the Mastery Condition
I wanted a new victory condition based on a few basic premises:
-Victory should only be judged at the end of the game (time frame)
-It should score civs on multiple different factors that require maximum development of the empire
-Along that line, it should rank players who score highly across many measures better than players who score very well in one area at the sacrifice of other aspects of the game.
-It should allow for a civ that doesn't warmonger to compete more evenly with civs that do while still leaving military battles a central part of the game.
-It should balance a historical and unchangeable component of the score with another component that can rapidly change in the late stages of the game.
The mod was designed to meet these objectives.
The Details
A Mastery Victory is won as follows:
-If selected, the mastery victory replaces the other victory conditions in the game (by nature it can't co-exist with them)
-Mastery Victory is determined ONLY at the end of the time-span of the game. You have to survive to the end.
-Points are given for the following:
-Land - 1 point per % of landmass controlled by team.
-Population - 1 point per % of total planet population possessed by team.
-Culture - 1 point per % of total planet culture belonging to team.
-Religion - 1 point per % of world religion if you control the religion's holy city. Only the top religion you control is scored, so second and third holy cities will not increase your score (but will prevent other civs from gaining points from them).
-Power - Your civ's power is summed throughout all of history. 1 point awarded for each % of the total summed power of all the surviving civs on earth. While power increases throughout time, this does mean that you'll be scored for your military for the whole game span.
-Wonders - 1 point per % of world wonders CONSTRUCTED by the civ, not owned! The game keeps track of who actually builds the wonders as opposed to those who capture them. Wonder benefits are still granted to whoever currently possess the wonders. This makes the investment of a wonder more meaningful and more realistic.
-Legendary Cities - Any city achieving Legendary status grants 30 bonus points. (You can have one, you can have five; you'll receive 30 points for each one you build).
-Starship - 100 points given to any civ launching an interstellar starship. This is a big score bonus but represents a significant achievement; if a civ that hasn't launched a starship is to be considered superior to one that has it must have made significant cultural and military achievements!
At the end of the game the scores are summed and a victor declared.
Notes:
-If you selecte "Mastery" victory type, the other types will be ignored (since it overrides them).
-The bonuses for Legendary cities and Starship were carefully considered; both are huge investments over the timeline of the game and represent significant achievements by the team. In essence, you are expected to launch a starship by the end of the game. If you don't, you had better have a pretty amazing culture here on earth to win since the other teams are going to be colonizing distant worlds.