The Missing VCs: Where's Diplomacy, Economic, and Cultural? Why are they missing?

MatThePhat

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Howdy y'all,

So I'm super pumped about the new game, and simultaneously the loooonnggg wait until it becomes a reality. Still, I was wondering what people thought about this development on one of the few things we do know about, the Victory Conditions, particularly the missing ones.

I want to start by saying this isn't a complaining thread from me. As such, I want to preface with why I actually like the current VCs.

To start with, all three Affinity Victories seem to be of a similar type, the VC traditionally known as the Space Race. Research to a point, build something, and then defend while it launches. While the general formula is the same, they all have certain twists on the classic. Harmony seems to be vanilla, Supremacy incorporates the balancing act of diminishing your military as it becomes more critical, and Purity adding a novel colonization aspect at a point in the game when everything is probably starting to get a bit crowded.

Contact, on the other hand, seems to be a new Victory Type Civ has never done before. A quest-oriented goal that seems to rely heavily on discovering and piecing together what you learn from the planet (Probably using the BE equivalent of Archaologists).

Finally, Conquest, because, Civilization and all.

So in reality, we are getting three VCs, not that many. And yet, I like it. It allows a very directed goal of what kind of game they're trying to tell. They want you to decide the future of humanity in a distinctly sci-fi way. As well, I notice that these VC types are the most multiplayer interactive. In multiplayer games, conquest and space race are the most common victories, and these VCs do not allow you to win in a vacuum (if Contact uses archaeology, even that one will be quite multiplayer involved). However, this does mean that every player has to be invested in military to some degree. Still, as a player that loves multiplayer, I approve of this focus and combination of builder, conquest, and research playstyles into a multiplayer endgame.

Now onto the missing ones.

Economic: Used in SMAC, integrated with the "mind control" mechanic where you could infiltrate a city and spend money to take control of it. If you amassed enough wealth to be able to do thatt to every city in the game, you won without having to infiltrate anything. I always thought the image of a guy cackling madly as he mind controlled the entire human race too great to pass up. Still, a very pacifistic VC, where you want to fight and expand as little as possible, but you have to keep the pulse of player politics to be able to make the right investments and keep everyone else at each other's throats. A diplomatic and builder VC.

Cultural: Used in Vanilla 5, you win by completing policy trees and building the utopia project. The most pacifistic VC, and the one with the least multiplayer interaction. You just want to be left alone as much as possible, and expanding very little. The ultimate builder VC.

Influential: Used in Brave New World, you win by exporting your culture to other nations, making them unhappy and slowly bringing them around to your way of life, using an archaelogy system that can make for some tense standoffs. A surprisingly aggressive and even cutthroat VC that doesn't require the use of military (although, I remember people declaring war on me just to cross my borders and steal my unharvested national treasures :mad:). An interesting cross in exploratory, and builder VC.

Diplomatic: Used by multiple games, you win by being voted supreme leader with votes based upon population (and city states). SMAC implemented this well, because even though no one would ever vote you supreme leader, winning votes in the congress gave you tangible mechanical benefits to help you on your way (we're looking at you, backstabbing Lal, with your sweet and innocent face). BNW also used city states effectively to help a person win without needing the support of human munchkin players in a way that still made sense and felt real, while also difficult.

And any other ones I'm missing. Why do people think these ones were cut? Should they have been cut at all? How would we want these implemented in BE, or in some expansion of BE? Are people unhappy with the militaristic nature of the Affinity VCs?
 
Victory conditions should follow 2 rules:
- They should reflect some playstyle behind them.
- They should minimize the period of playing after you actually won.
So, first we need to define why each victory condition is needed and after it pick a name for it.

So, the minimal set of victories are Conquest and Science for aggressive and peaceful playstyles. And it's better if Conquest is implemented in Civ5 style where you just need to conquer the original capitals.

I assume affinity victories are analogue to science, while first contact victory is the end of quest line and is complex, representing overall faction development (similar to Diplomatic/Economic victory in vanilla Civ5).

There's seem to be no specific victory for tall empires (like Cultural victory in vanilla Civ5), but I'm completely ok for it if existing victory conditions don't depend on the empire size.
 
Diplomatic victory in Civ V is entirely dependent on City-States, which don't exist in Beyond Earth. The fact that they haven't implemented some other kind of diplomatic victory should be a clue that diplomacy won't change in any significant way from Civ V.

There is no Economic victory in Civ V (unless you count the Diplomatic Bribery victory).

Cultural victory involves building esoteric Wonders and great works of art... I can't see either of these things being important on an alien world on which the grass and trees are trying to kill you. Beyond Earth has Wonders, but the ones we know of are much more practical than artistic. In addition, the Ideology element of culture has been replaced by the Affinities, which each have their own victory; they've replace the one Cultural victory with three.

The old Utopia Project victory was removed from Civ V because it was boring. It wouldn't make much sense to add it back in to a new game.

Civ V had 5 victory types, and so does Beyond Earth. If Beyond Earth has a Time victory (which is implied in the limited ~2000 year play time), then it has more. I don't see cause for complaint.
 
Economic victory makes no sense. The economies of our world took time to become strongly interdependent, and the ideology of letting this happen has generally prevailed. It is too freaking hard to use it to do more than inconvenience someone unless you can form a broad coalition. In which case economic pressure is merely the polite form of coercion. Don't like it? We have others. It was in SMAC essentially so the market faction had a way to win directly. But it was still stoopid.

Diplomatic victory? While not unreasonable, it seems to have been excluded partly because the basic premise is so different. In SMAC, everyone came on the same ship, the Unity. Here different blocs arrive separately. Also, the clear intent of the affinity is to generate conflicts which cannot be plastered over. Frankly, I approve. Conflict drives all interesting stories. And, as AriochIV points out, without city states diplo victory doesn't work anyway.

Culture? Dude(-ette), we're trying to make a way for our species to survive. I don't see how it counts as victory if everyone uses your tropes when discussing your unpleasant demise.
 
Victory conditions should follow 2 rules:
- They should reflect some playstyle behind them.
- They should minimize the period of playing after you actually won.
So, first we need to define why each victory condition is needed and after it pick a name for it.

That's some good criteria for VCs right there. I always thought more options for victory was a good thing, but I guess you can't forget the right reasons for implementation...

Economic victory makes no sense. The economies of our world took time to become strongly interdependent, and the ideology of letting this happen has generally prevailed. It is too freaking hard to use it to do more than inconvenience someone unless you can form a broad coalition. In which case economic pressure is merely the polite form of coercion. Don't like it? We have others. It was in SMAC essentially so the market faction had a way to win directly. But it was still stoopid.

I liked the economic victory option, but I suppose because the economic debate in the ideologies was so core to SMAC that it made sense to have one, but I can see what you're saying about BE.

Diplomatic victory? While not unreasonable, it seems to have been excluded partly because the basic premise is so different. In SMAC, everyone came on the same ship, the Unity. Here different blocs arrive separately. Also, the clear intent of the affinity is to generate conflicts which cannot be plastered over. Frankly, I approve. Conflict drives all interesting stories. And, as AriochIV points out, without city states diplo victory doesn't work anyway.

Are we so certain they won't have city states in some form in BE? Other, smaller factions that came over in ships made of tires and discarded plastic and such?

Culture? Dude(-ette), we're trying to make a way for our species to survive. I don't see how it counts as victory if everyone uses your tropes when discussing your unpleasant demise.

Lolz
 
I think one of the lead devs compared (equated?) the First Contact victory to the traditional Diplomatic one during the PAX reveal. So the former could replace the latter in CivBE.
 
No, they described it more or less and it has nothing to do with diplomatic victory.

I think you are both right. He did say first contact was the Diplomatic victory but, given what he described that makes no sense.

Personally, I don't care that much about VC. I usually turn them off anyway. My main concern is that the systems that support the VC still have compelling game play effects for builder/sandbox players like me.
 
The Contact victory condition is described as the "diplomatic" one from Civilization 5. Though it's kinda concerning.

For example after I pick say purity, my only ways to win are warpgate, Conquest or Contact which I feel kinda lacks something.

If there was one more victory condition it would be okay.
 
The Contact victory condition is described as the "diplomatic" one from Civilization 5. Though it's kinda concerning.

Emm... Link please?

This looks nothing like diplomatic victory. Even Civ5 diplomatic victory:

So you get these four victory quests at the beginning of the game and it tells you step by step what you would need to do them, and they're reach tailored to one of the affinities, and then there's one that anybody can do. This is the contact victory, you get a signal through some means, either by researching it and finding it in a transcendental number, the ?mentissa?, or finding it in an alien ruin, or getting it in space when you put a radio telescope up there, and then you build a beacon, and then you have to turn it on and protect it while it's on, then several turns later the aliens, the progenitors, turn up and then you win.
 
The Contact Victory seems like it has at least components of the BNW cultural victory, because you have to find Alien Artifacts. But then you have to build some kind of beacon, which isn't so much like the Cultural victory.
 
The reason for the lack of these victory types is simple - they suck. Not enough epic for SF about transhumanism and far future. Economic victory. Yawn, amass credits or dominate corporation selling space carrots. Cultural victory - yawn, now colonists are dominated by your... space operas? Diplomatic victory, yeah UN 2.0, boooring.

on the other hand...

Contact: discover clues left by intelligent aliens and develop and build a means to contact them.
Promised Land (Purity): develop and build a warp-gate to bring humanity to the new home
Transcendence (Harmony): awaken the planetary sentience and achieve an utopia.
Emancipation (Supremacy): develop and build a warp-gate to free the humanity on Earth from their biological bodies.

So awesome.

Well, there is also classical 'domination' boring victory but this is pretty necessary as an 'I just wanna blow up stuff' solution :D
 
After looking and reading I have a feeling we have only 2 victory conditions actually. One is conquest and one is science. But since there's no obvious "end" in the tech web, we have 4 variants of science victories - 3 affinities (related to 3 corners of the tech web) and 1 first contact which is more flexible.
 
After looking and reading I have a feeling we have only 2 victory conditions actually. One is conquest and one is science. But since there's no obvious "end" in the tech web, we have 4 variants of science victories - 3 affinities (related to 3 corners of the tech web) and 1 first contact which is more flexible.

Except the affinity victories are not tech victories.

The warp gates are available ~1/2 way through the game.

Imagine if the spaceship parts were available in the renaissance, and the remaing eras just helped you assemble the spaceship parts faster. (And the space ship parts required things other than just simple production)

Not a tech victory by a long shot.
 
I still think that the affinity victories will be linked more too virtues than technology alone, or maybe even like the religion mechanic. Having 2 of the 3 vic conditions linked to technology is rather disappointing.

That's just me though.
 
I still think that the affinity victories will be linked more too virtues than technology alone, or maybe even like the religion mechanic. Having 2 of the 3 vic conditions linked to technology is rather disappointing.

That's just me though.
Every victory has always been linked to technology, because tech gives you an advantage in all of them.
 
Ok, let's call them peaceful victories. The key thing here - they are the same.

This is the stupidest thing I have read in Beyond Earth section of this forum so far, congratulations :D

Cultural Victory in BNW is very specific (and awesome), Diplomatic and Scientific Victories are the most similar but they are still different enough - in one you have to maintain good relations with city states and make sure you have dominated world congress, in second you can isolate but instead have to rush science and production. And this is not just 'last 20 turns' difference but it is pretty important to
a) Conquer the world or at least prepare for it for the entire game, Domination
b) Get Great People, crucial wonders, crucial policies and accumulate Tourism for the entire game, Culture
c) Maintain perfect relations with city states and most of the world, dominate World Congress during the game so you can get Diplomatic Victory in the last era
d) Arguably the least interesting Scientific Victory - rush with science while maintaining strong economy, go to informatic era before anyone wins cultural/diplo, win in the space race.

They are hardly the same. And I guess the same will be with BE.
 
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