Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
This won't be ready for v3 or maybe not even v4 (it's kind of complicated) but here's the plan and ideas for discussion.
This one is tougher than the others because it depends on what other players do - someone has to go evil so you can save the world from them. That presents at least two problems: 1) at least one AI has to go evil, and 2) we have to guard against an accidentally very easy or very early victory (e.g., your neighbor goes evil and you wipe them out by turn 100 ... or the same happens for an AI civ, thus terminating your game). My autoplay observations suggest that that issue #1 may already be solved: the AI system seems to be working pretty well so that usually one civ goes evil at some point, sometimes early but sometimes late (e.g., after turn 200). These civs are either fully committed Aŋra followers or purely arcane civs researching the Maleficium enabled techs. When this happens late, then issue #2 isn't so bad because they are already strong (or in any case, we are well past turn 100). If your neighbor goes evil early, then I think #2 will be avoided by the various "hoops you have to jump through" below.
I want this victory to be achievable by a player through totally conventional (non-magic / non-religious) means. That doesn't mean magic and religion aren't important. You will have to depend on an AI player to do something (e.g., prophecies) but in these cases you can be assured that those events will happen.
It's a point system (like Armageddon and One with Nature) so you have to have the most points toward this victory when all conditions are finally met. The quickest way to victory is if >1 civ are helping to achieve conditions and you happen to contribute the most.
Here are the conditions:
There will be points for each of the items in list above, but #3 will be a (or maybe the) major source so that a conventional or pure arcane/non-religious civ can get the victory in a sort of brute force way. Only the prophecies and #5 have to be done via religion, but these can be done by other player's Priests, Paladins and Druids (and you can count on them to happen). So it should be achievable in a variety of ways.
This one is tougher than the others because it depends on what other players do - someone has to go evil so you can save the world from them. That presents at least two problems: 1) at least one AI has to go evil, and 2) we have to guard against an accidentally very easy or very early victory (e.g., your neighbor goes evil and you wipe them out by turn 100 ... or the same happens for an AI civ, thus terminating your game). My autoplay observations suggest that that issue #1 may already be solved: the AI system seems to be working pretty well so that usually one civ goes evil at some point, sometimes early but sometimes late (e.g., after turn 200). These civs are either fully committed Aŋra followers or purely arcane civs researching the Maleficium enabled techs. When this happens late, then issue #2 isn't so bad because they are already strong (or in any case, we are well past turn 100). If your neighbor goes evil early, then I think #2 will be avoided by the various "hoops you have to jump through" below.
I want this victory to be achievable by a player through totally conventional (non-magic / non-religious) means. That doesn't mean magic and religion aren't important. You will have to depend on an AI player to do something (e.g., prophecies) but in these cases you can be assured that those events will happen.
It's a point system (like Armageddon and One with Nature) so you have to have the most points toward this victory when all conditions are finally met. The quickest way to victory is if >1 civ are helping to achieve conditions and you happen to contribute the most.
Here are the conditions:
- Prophecy of Vâ can be made by any Devout after any civ has learned Maleficium. The making of this prophecy is neither good nor evil, but is prerequisite in determining Éa's fate: either destruction in fiery Armageddon or an everlasting protection from that end. The making of the Prophecy of Vâ causes all civilizations that know or subsequently learn Maleficium to "Fall" (this will found the Aŋra religion if one of these Fallen civs was the Azzandarayasna founder). The Prophecy of Vâ must be made before any civ can research 4th or higher tier techs downstream of Maleficium. [note: the AI valuation for this action goes up with turns, so they will certainly do it at some point]
- Prophecy of Mâ can be made by any non-fallen Devout after any civilization has learned a 4rd tier tech downstream of Maleficium. It prevents any civilization that does not already know Maleficium from learning it. It must be made (by anyone) for the Protector of Éa victory condition to be enabled. [Notes: I may change the condition to %mana consumed rather than tech achievement; say 10% reduction in Sum of All Mana which means that one or more Fallen civs are doing pretty well (a better measure of success than the tech one above). Also note that any non-fallen AI Devout will be highly motivated to make this prophecy - it isn't ambiguous like the prophesy above.]
- All civs that know Maleficium are either destroyed or forced to renounce it. Renounce Maleficium will be a trade item. It will be valued similar to a very large city, so that the AI will only do it if beaten up very badly. When a player does this, they loose Maleficium and all downstream techs and are blocked from learning them thereafter. All Sorcerers will desert the civ (see point below).
- All Sorcerers have been tracked down and killed. "Sorercer" here really means any Fallen spellcaster. These individuals will go rogue if their civ renounces Maleficium or is destroyed. They may wonder about as barb units for a while, but it is very common for them to join another Fallen civ even of a different race. This will especially be true for Heldeofol (why you ask? well, because high-level Sorcerers joining and leading Heldeofol civs is just cool
).
- All evil Artifacts and Wonders have been destroyed. For now this only includes a Lich's Tower and any of the Aŋra Temples. I'm not quite sure what I mean by "destroy" yet, since these wonders are already ruins if not owned by appropriate civ. Perhaps there could be a Sanctify spell or the Druid Purify spell cast on them (if so, it will be highly valued by AI so you can count on it being accomplished even if you don't do it yourself).
- No Aŋra followers in the world. Conversion is one way to do this. Razing these cities to the ground is another (but that means you have to conquer them). I was thinking also of a new Purge action that can be done by any military unit in any city, even a foreign city if you have open borders. It's like a forced Raze that causes the city to be useless and loose population points, with each population point lost favoring (but not guaranteed) to be an Aŋra follower. It should add unhappiness to civ for a while, especially if it is not an occupied city. The cost for doing it in a foreign city would be a strong diplo hit for each population point removed. (Note to self for AI coding: A player needs to delay this action in foreign, full civ cities until all sources of Aŋra pressure have been removed, and then to do it quickly and decisively. It will wreck the player's relationship and make subsequent open borders agreement very expensive or impossible.)
There will be points for each of the items in list above, but #3 will be a (or maybe the) major source so that a conventional or pure arcane/non-religious civ can get the victory in a sort of brute force way. Only the prophecies and #5 have to be done via religion, but these can be done by other player's Priests, Paladins and Druids (and you can count on them to happen). So it should be achievable in a variety of ways.