Religious, Cultural, and Science victories need to be changed

morikahn

Chieftain
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Jan 15, 2012
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So, civilization is a game about putting your strategic skills against the leaders of other civilization to achieve a particular victory condition before they can achieve theirs.

In Civ 6 these objectives are military, culture, science, and religion.

But the only objective that can be completed at any age is a military one. The rest of the objectives require a very long drawn out game.

Their is an immediacy to Domination victories that allow players to feel the consequences of their decisions as they make them.
  • What troops do I make.
  • Do I dig in and defend this location.
  • Should I make an ally of this civ or try to conquer it.
If you make the wrong choice... it could be the end of your game and quickly.

The other objectives are not so clear. They require a massive investment of time and micromanaging of your civ's infrastructure. And none of this will pay off for 150 turns or more.

The meaningfulness of your military decisions outweigh all the others and this is what makes military decisions in Civ 6 more fun.

Meaningful decisions in a game is what players are interested in making. That is what is fun.

And to make Cultural, Religious, and Science victories meaningful these objectives need to be achievable early in the game and always weigh on the decisions a player makes.

This especially comes to head in multiplayer games, where these victory conditions are virtually ignored.. which is sad as the multiplayer experience of Civ should be much much more than just a military game.

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Science Victory
I think it should be possible for a civilization to win a science victory in ANY age (albeit very difficult in the first couple ages).

Each age should have a scientific wonder that if researched and constructed before ANY other civ enters the next era.. is a game winning condition.

A player would need to decide to commit to this structure and research path and feel confident enough to be able to hold back the invading armies of the AI and other players. That is a big choice. They would also need to enough time to complete the wonder before someone else moved into the next era.


Culture Victory

A civ needs to reach a static amount of culture points to win the game. Each artwork, relic, music piece, great writing, man-made wonder, and natural wonder within a civs border would each count as 1 tourist point.

When a player reaches a certain amount, they win. This amount would be visible to other players.

You'd have a culture building competition to attract works of art, a competition to build wonders, and an expansion competition to claim natural wonders.

I see spies playing a much more pivotal role, stymieing other civ's attempts to win by stealing artworks. Soldiers could also steal art works by pillaging museums.

The amount of points needed to win could increase a little every Era that passes to keep the pressure on.


Religious Victory
A player's Great Prophet isn't expended when he or she founds a religion. The prophet needs to be kept alive to keep the religion alive.

The player with the last surviving Great Prophet wins a religious victory if no player has reached the Renaissance Era. If someone reaches this age of enlightenment Religious Victories are no longer possible.

Players would need to keep careful watch on their Prophet's safety. Maybe spies could perform assassination missions, being invisible units like submarines, but on land.

This would also put a particularly interesting twist in the strategy of players that did not found a religion. They'd have to make sure at least two prophets were surviving until someone reached Renaissance.

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Anyway, this is my 2 cents. Long ago I used to play a board game from the 80's called Dune, based on the Frank Herbert novel, and each player represented one of the various great houses in the game, each with their own bonuses and abilities, and vie over the planet Arrakis.

It was possible for a player win on turn 1. This meant every turn was high stakes.. and incredibly fun. I think the Civ genre needs to take a lesson from this.
 
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I like the Religious Victory idea, some tweaks here and there and we'd get a system way better than spamming missionaries and apostles everywhere.

I fail to see how the Cultural Victory idea is very different from how it's done right now, which is accumulating Tourism, or how it's different from pre-Civ5 BNW, which is about accumulating a fixed amount of Culture.
Civ6's Culture Victory as it stands does require more work on it though. I want the engaging Culture/Tourism game from BNW back.

About Science Victory... technological supremacy shouldn't be a victory condition, but sending out earthly civilization to outer space is something that other countries might bow down to. But sure we should have a more engaging game than "put in some big amount of production for the space project" as of now.
 
I like the Religious Victory idea, some tweaks here and there and we'd get a system way better than spamming missionaries and apostles everywhere.

I fail to see how the Cultural Victory idea is very different from how it's done right now, which is accumulating Tourism, or how it's different from pre-Civ5 BNW, which is about accumulating a fixed amount of Culture.
Civ6's Culture Victory as it stands does require more work on it though. I want the engaging Culture/Tourism game from BNW back.

About Science Victory... technological supremacy shouldn't be a victory condition, but sending out earthly civilization to outer space is something that other countries might bow down to. But sure we should have a more engaging game than "put in some big amount of production for the space project" as of now.

They are just ideas to demonstrate immediacy in a victory condition. I'll respond to your criticism of the cultural and science victory conditions I wrote:

Culture: This is a link to how culture victories work in Civ 6: http://www.eurogamer.net/articles/2...s-domestic-tourists-and-tourism-in-civ-6-4879

That is a game of formulas and not very fun. It involves a long term investment into culture buildings to accumulate points.

What I described was something immediately accessible to players and easy to understand. Certain things are worth a Tourism point, and get enough you win. Civs would be immediately in conflict to grab cultural entities for themselves (wonder and natural wonders, works of art) and try to prevent other from getting them.

I think it would be something like victory points from the game Settler's of Catan (which I'm sure most Civ players have played). The more one person gets closer to accumulating enough to win the game, the more other civs would try to stop them.

Science: Science victories are a way to focus the game on a singular event in the world. If a civ tries to win the space race, everyone else knows about it and tries to stop them or beat them to it. But that only happens in the last age of the game. Whats wrong with someone trying to make something like the Tower of Babel early in the game, an Ancient Age science victory?

It would require the same hoops civs have to go through to win a science victory currently - its not just one wonder being made, there are steps.

The ability to win early on would keep other civs, and other players in a multiplayer game on their toes. Attempting it could get you a win.. or it could cost you the game as all the other civs team up to take you down. Or.. you could end up wasting valuable time as someone enters the next age and realizes, "you can't reach the stars by make a tall tower!"
 
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