arthur486
Warlord
- Joined
- Oct 28, 2016
- Messages
- 152
At this point it is clear that diplomatic victory is broken. For me, it's not that it takes too many turns to achieve, but is mostly the fact that the pre-modern part of the game does not have a deciding influence on its outcome. Sure, science victories are also lengthy, but in order to be quick, you have to plan around them from turn 1. I don't feel this is happening here to the same extent.
Also, at this point Firaxis are not going to make sweeping changes to the game, so here's my 2 cents on what CAN be changed to make diplo victory much more palatable:
Also, at this point Firaxis are not going to make sweeping changes to the game, so here's my 2 cents on what CAN be changed to make diplo victory much more palatable:
- Give the first civilization who meets everybody 1 victory point. Not only is this deserved, but I think it encourages you to explore the map - you know, actively do something towards victory.
- Start the voting for diplo victory together with the world congress in the medieval era.
- I think more wonders could have 1 diplo victory point attached. Maybe select a wonder from each game era, so that you promote a race towards them? (again, it gives you something to plan towards)
- Starting wars, occupying cities and especially capitals, taking opponents off the map should really really dent your diplomatic favour, in order to discourage domination-based "diplomatic" victories.