Suggestions for a possible evil civ victory condition?

Well do you?

A rough idea I had might be something about spreading hell terrain - if you spread it to x% of the world then you win (or something like that).


Your suggestions please!

keep the armageddon counter at 95+ long enough to spread some hell terrain into all good civ's territory(corrupt them)
and build the ring ritual(1 ring to rule them all, and in the darkness bind them)

the flavor is similar to the tower of mastery, but it's no less a victory condition than the altar

i suppose this would be good for a neutral/evil victory(pun intended)
should only be buildable if you control the oo, av or leaves holy city though
 
I would rather see something similar to the Altar, but available only to evil or neutral civs. It could give extra sage specialists, improve their effects (If some levels made sages produce gold, this could make AV more threatening), and provide XP to arcane units. It could increase culture and research, give a promotion such as scourge or vile touch, and increase the chances of hell spread. Preferably, the Final Altar of the Luonnator would require a very low AC while the final evil altar would require a very high one.

Neutral civs should be able to build both of them, but not in the same city. This would give a huge bonus to neutral civs, huge enough to warrant letting everyone build Druids like they could in Light.
 
I would like to see a sort of capture the flag victory.
There should be some important points which are always created in the world (like in SMAC there were some territories which were named), on these territories you can build some specific buildings or part of a ritual.Controlling all these specific territories grants you to build all the part of this ritual which give you the victory.It wouldn't be necessarily an only Evil victory, i would like to see it a victory available to all civs; Good,Neutral,Evil should have different rituals which grant victory.
As in SMAC all these specific territories should have a specific type of territory which is named, like Olympus Volcano, The great Marshes, The Evergreen Forest, The Undead Valley, Icelands.
 
Not so relevant now, but once equipment comes along in the distant distant future, there could be a 'collect all these relics and build these rituals' victory condition. That's more like CtF instead of 'King of the Hill', suggested by marioflag.

Or: Sheaim only, extremely expensive doomsday wonder that destroys the world and wins you the game. Starting construction of it would make everyone else hate you, and the city's location revealed to everyone.

It would be similar to other builder-type victories, with the added problem of everyone dogpiling you. Raising the AC is independent of this as from what I can see a high AC punishes everyone (apart from Hyborem) and gives you more troops anyway, so the incentive to be eeeevil is still there.
 
Maybe we could have specific religious victories instead (I know there's a thread about that topic somewhere :deadhorse: ...)? Or both religious victories and ethical alignment victories? Here are my thoughts (I apologize for the redundancies and inconsistencies in them):

General Religious Victory: Spread your religion (ie, the religion whose holy city you control) to 80% of both the world population and the world governments, and build a temple in every city. It could be adjusted or eliminated based on which players spawned.

Superhero Victory: Create a non-hero unit and get him to Level 25 or some other ridiculous number like that, and then keep him alive for 15 turns - his position is revealed to all players and barbarians start spawning around him when he reaches 80% of the level required to start the countdown.

Chaos Victory: Found the Cult of the Dragon (if the Wrymhold burns down, you can't win), burn down all other religious holy cities, and raise the AC to 100 for 10 turns.

Evil Victory: (Btw, shouldn't volcanoes also spread fire, like burning sands?) Burn down the Order, Runes, and Leaves holy cities. Chop or burn down 90% of the forests and jungles. Possess both the OO and the Veil holy cities, and then spread the evil religions to a combined 75% to win.

Good Victory: Convert every player to good (or kill everyone else:)) , and get them all to adopt the 'good' civics - public healers, scholarship, liberty, republic, etc.

Order Victory: Spread the Order to 51% of the world population and governments. Construct the Mercurian Gate. Destroy every demon and Infernal city in the world, and either the OO and Dragon or Veil holy city.

Runes of Kilmorph Victory: Control (through conquest, culture, or trade) 90%of the non-Wonder based Earth resources: Earth mana, gold, silver, marble, stone, copper, iron, mithril, and cover all of the hills in your territory with mines (aside from the ones with other resources on them).

Fellowship of Leaves Victory: Cover 90% of the world's land area with forests.

Octopus Overlords Victory: Control every sea resource in the world, and then bring 50 slaves of at least 5 nationalities and/or races to the OO holy city for a massive blood sacrifice (a special 'sacrifice' button or counter will be available for the owner of the holy city, and can only be carried out by a level-8 OO UU).

Ashen Veil Victory: Spread Hell terrain to 90% of the world's land areas.

Another idea I had was this: when the Armageddo Counter reaches 75, a new world project/ritual will be available to build - the Frozen Throne. Once the project is completed, a special 'Ice Obelisk' will be created somewhere (in any uncontrolled land, or failing that, a large inland area close to one of the poles), along with some barbarian units and a permanent, very powerful barbarian defender. The Ice Obelisk will emanate tundra, then ice, similar to Hell terrain (which it will cede to, if they come in contact), in a wave spreading across the world (or merely the continent, if it seems to unbalanced). What will be unique about it is that Barrows will have a very high chance of spawning in the icy areas, equal to 1/3 of the AC, and other barbarian units will occasionally spawn in the Ice Obelisk. And floating sea ice will also have a chance to spawn :) In fact, if it was desired, this could be made into a completely new civilization ... But I've probably gone too far already :P :crazyeye:
 
Superhero Victory: Create a non-hero unit and get him to Level 25 or some other ridiculous number like that, and then keep him alive for 15 turns - his position is revealed to all players and barbarians start spawning around him when he reaches 80% of the level required to start the countdown.

Main problem with this one. In comparison to the other Civs, this would be -insanely- easy for the Calabim. A few farm cities, decent defenders and BOOM! Victory.
 
not with a limit over the xp you can gain with vampirism.
 
Chaos Victory: Found the Cult of the Dragon (if the Wrymhold burns down, you can't win), burn down all other religious holy cities, and raise the AC to 100 for 10 turns.

I quite like this, but I'm not sure the AC requirement is warranted, especially since you're torching the Veil holy city in the process. Dragons surely don't want to destroy the world.
 
General Religious Victory: Spread your religion (ie, the religion whose holy city you control) to 80% of both the world population and the world governments, and build a temple in every city. It could be adjusted or eliminated based on which players spawned.

There already is a religious victory in the game, and even without the temples it's hard enough.

Superhero Victory: Create a non-hero unit and get him to Level 25 or some other ridiculous number like that, and then keep him alive for 15 turns - his position is revealed to all players and barbarians start spawning around him when he reaches 80% of the level required to start the countdown.

I don't think this makes sense. If FFH taught us anything then it's that not even Heroes, no matter their level, are immortal. So it doesn't make sense in the game narrative, but could it be fun to do in a game? I don't know, but it sounds more like a hassle to me.

Chaos Victory: Found the Cult of the Dragon (if the Wrymhold burns down, you can't win), burn down all other religious holy cities, and raise the AC to 100 for 10 turns.

Remember that the GOOD Kuriotates can found the CotD as well. This one won't work: what if not all other religions were founded?

Evil Victory: (Btw, shouldn't volcanoes also spread fire, like burning sands?) Burn down the Order, Runes, and Leaves holy cities. Chop or burn down 90% of the forests and jungles. Possess both the OO and the Veil holy cities, and then spread the evil religions to a combined 75% to win.

Again, what if OO, Runes, or Leaves are never founded? The jungles/forest thing sounds extremely tedious (scrub fallout anyone?) and non-fun, and what with juggling two HCs (which could be razed), this doesn't sound feasible at all.

Good Victory: Convert every player to good (or kill everyone else) , and get them all to adopt the 'good' civics - public healers, scholarship, liberty, republic, etc.

This one is the most broken of your suggestions. What if there are only good players in the game? What if the game ends with three good civs; which one of them wins? We can't all be winners.

Order Victory: Spread the Order to 51% of the world population and governments. Construct the Mercurian Gate. Destroy every demon and Infernal city in the world, and either the OO and Dragon or Veil holy city.

Again with the holy cities. Also, what if no one summons Hyborem? You can't build the Mercurian gate without Hyborem.

Runes of Kilmorph Victory: Control (through conquest, culture, or trade) 90%of the non-Wonder based Earth resources: Earth mana, gold, silver, marble, stone, copper, iron, mithril, and cover all of the hills in your territory with mines (aside from the ones with other resources on them).

Yeah. Way before you get anywhere near that number you'll have a domination/conquest victory. Also, the hills thing is tedious again. Someone can keep pillaging your mines.

Fellowship of Leaves Victory: Cover 90% of the world's land area with forests.

Scrubbing. Fallout. Also, impossible to maintain without winning a conquest victory first. It'll be so easy for another player to keep chopping down those forests.

Octopus Overlords Victory: Control every sea resource in the world, and then bring 50 slaves of at least 5 nationalities and/or races to the OO holy city for a massive blood sacrifice (a special 'sacrifice' button or counter will be available for the owner of the holy city, and can only be carried out by a level-8 OO UU).

Remember there are map types like Great Plains where there's hardly any sea at all (I think there are also maps WITHOUT seas). The slaves thing could be fun, though, but for it to be difficult enough the number would need to be very high. I'm not sure if that wouldn't once more mean tediousness.

Ashen Veil Victory: Spread Hell terrain to 90% of the world's land areas.

This one makes sense, only that it introduces a truly odd mechanic in that the player who changes to Hyborem will want to immediately conquer the Ashen Veil HC or raze it to deny the guy who summoned him an AV victory (especially because Hyborem will naturally want to spread Hell Terrain too).

Another idea I had was this: when the Armageddo Counter reaches 75, a new world project/ritual will be available to build - the Frozen Throne.

It would yield 500 gold in the city it's built from the WoW subscriptions, right? The cheesy name aside, I don't think that this would be fun. Did I miss something or does your Frozen Throne suggestion have nothing to do with win conditions?

If anything, I think we have too many win conditions right now; I don't think the Altar should remain a win condition (mostly because it's still the easiest win, even with the techs moved up in the tree, and because the altar is very useful on its own), and if the "good" win condition would go away, so would the need to have an evil win condition.
 
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