Dale
Mohawk Games Developer
- Joined
- Mar 14, 2002
- Messages
- 7,857
I've felt for a while (since Civ4 actually) that Civ specifically misses out on a huge victory condition type: Industrialisation. As we all know, Industrialisation has been critical for the world to advance.
So here is what I propose for a Civ6 based Industrialisation Victory. I might even try to mod it in.
Industrialisation is a score based victory (let's call that score IS) with the following calculations:
IS == (total production over time) + (Great Engineers * 100) + (once off points for production buildings/districts/improvements/Wonders constructed) + (processed resources over time).
WHERE:
Total Production Over Time:
This calculation is as simple as it sounds. It is literally the accumulated raw production count of your Civ over time. Each turn, production generated is added to the score.
Great Engineers:
For each Great Engineer recruited, the Civ scores 100 points.
Constructing Production Stuff:
Your Civ scores a once off point allocation for each of the following (points increase per era, Wonders score higher than their era):
+1
- Pasture
- Mine
- Quarry
- Water Mill
+2
- Harbor District
- Royal Navy Dockyard District
- Stables
+5
- Industrial Zone District
- Hansa District
- Workshop
- Lumber Mill
- Armory
- Shipyard
+10
- Factory
- Electronics Factory
- Military Academy
+20
- Aerodrome District
- Hanger
- Venetian Arsenal Wonder
+40
- Big Ben Wonder
- Ruhr Valley Wonder
+50
- Spaceport District
- Power Plant
- Seaport
- Oil Well
- Airport
- Offshore Oil Rig
Processing Resources (new mechanic):
For each industrial zone district, and each upgrade in those districts, you are able to process a resource into a good. A single processed good adds +1 to your IS. These goods then provide benefits to your Civ. A resource can only be processed by one facility. A resource cannot be processed by multiple facilities.
Processing:
- Industrial Zone District: process one resource, +1 to IS per turn.
- Workshop: process one resource, +1 to IS per turn.
- Factory/Electronics Factory: process one resource, +1 to IS per turn.
- Power Plant: process one resource, +1 to IS per turn.
Goods:
- Food: each food increases that city's base food +1.
- Clothes: each clothes increases that city's base amenities +1.
- Jewelry: each jewelry increases that city's base gold +1.
- Construction: each construction increases that city's base production +1.
NOTE: Base yields, so before other bonuses, and only applicable to the city that is processing those resources.
So with an industrial zone plus all upgrades it is possible to process 4 resources (1 of each, or any combination of each up to 4).
Food:
Citrus
Cocoa
Coffee
Salt
Sugar
Tea
Tobacco
Whales
Truffles
Bananas
Cattle
Crabs
Deer
Fish
Rice
Wheat
Clothes:
Cotton
Dyes
Furs
Silk
Sheep
Jewelry:
Diamonds
Gems
Ivory
Jade
Pearls
Silver
Construction:
Gypsum
Marble
Mercury
Copper
Stone
Aluminium
Coal
Iron
Oil
Some resources cannot be processed in industrial zone districts:
Incense
Spices
Wine
Horses
Niter
Uranium
Note: there is no need to include Civics as they already impact production per turn and Great Engineer generation through the use of policies.
So here is what I propose for a Civ6 based Industrialisation Victory. I might even try to mod it in.
Industrialisation is a score based victory (let's call that score IS) with the following calculations:
IS == (total production over time) + (Great Engineers * 100) + (once off points for production buildings/districts/improvements/Wonders constructed) + (processed resources over time).
WHERE:
Total Production Over Time:
This calculation is as simple as it sounds. It is literally the accumulated raw production count of your Civ over time. Each turn, production generated is added to the score.
Great Engineers:
For each Great Engineer recruited, the Civ scores 100 points.
Constructing Production Stuff:
Your Civ scores a once off point allocation for each of the following (points increase per era, Wonders score higher than their era):
+1
- Pasture
- Mine
- Quarry
- Water Mill
+2
- Harbor District
- Royal Navy Dockyard District
- Stables
+5
- Industrial Zone District
- Hansa District
- Workshop
- Lumber Mill
- Armory
- Shipyard
+10
- Factory
- Electronics Factory
- Military Academy
+20
- Aerodrome District
- Hanger
- Venetian Arsenal Wonder
+40
- Big Ben Wonder
- Ruhr Valley Wonder
+50
- Spaceport District
- Power Plant
- Seaport
- Oil Well
- Airport
- Offshore Oil Rig
Processing Resources (new mechanic):
For each industrial zone district, and each upgrade in those districts, you are able to process a resource into a good. A single processed good adds +1 to your IS. These goods then provide benefits to your Civ. A resource can only be processed by one facility. A resource cannot be processed by multiple facilities.
Processing:
- Industrial Zone District: process one resource, +1 to IS per turn.
- Workshop: process one resource, +1 to IS per turn.
- Factory/Electronics Factory: process one resource, +1 to IS per turn.
- Power Plant: process one resource, +1 to IS per turn.
Goods:
- Food: each food increases that city's base food +1.
- Clothes: each clothes increases that city's base amenities +1.
- Jewelry: each jewelry increases that city's base gold +1.
- Construction: each construction increases that city's base production +1.
NOTE: Base yields, so before other bonuses, and only applicable to the city that is processing those resources.
So with an industrial zone plus all upgrades it is possible to process 4 resources (1 of each, or any combination of each up to 4).
Food:
Citrus
Cocoa
Coffee
Salt
Sugar
Tea
Tobacco
Whales
Truffles
Bananas
Cattle
Crabs
Deer
Fish
Rice
Wheat
Clothes:
Cotton
Dyes
Furs
Silk
Sheep
Jewelry:
Diamonds
Gems
Ivory
Jade
Pearls
Silver
Construction:
Gypsum
Marble
Mercury
Copper
Stone
Aluminium
Coal
Iron
Oil
Some resources cannot be processed in industrial zone districts:
Incense
Spices
Wine
Horses
Niter
Uranium
Note: there is no need to include Civics as they already impact production per turn and Great Engineer generation through the use of policies.
Last edited: