New Victory Proposal (MOD?): Industrialisation

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.
 
Last edited:
It's an interesting idea. I definitely like the idea that you can trigger different victory conditions. Lately I've been playing a lot and the standard ones that come with the game are getting old. We have options for just about every other aspect of the game (science, culture, diplomacy), why not production?
 
Sounds like an interesting victory condition. Hopefully we will have access to the victory conditions that the AI leans toward as a production or Industrialization victory would seem to suit Japan thematically.
I think there is potential for other additional victory types too.

Economic\Trade based victory (which I'm mulling over modding in myself) based on GPT v AI civs, trade routes and resources.
Diplomatic victory based on the new Envoy system and the standing of other civilizations.

Guess it's all up in the air until we have the game (and the time to play) so we can get a sufficient feel for what changes would need to be made, and of course the modding tools so we can add the victory types (assuming it will even be possible).
 
Thanks for the feedback.

After mulling over Civics I've decided not to mash them into this VC with special rules. They already are implemented through the manipulation of production per turn and Great Engineer points in policies.
 
Back
Top Bottom