Fergei
Prince
- Joined
- Mar 31, 2020
- Messages
- 348
I'm finding my general lack of bloodlust (or being motivated by high scores) is resulting in the vanilla victory conditions making me passive and repetetive. Specifically a Space Race junkie since at Emperor/Demigod sort of level I can't see how I could possibly pull off a Cultural Victory without researching sort of meta game knowledge. I'm also finding it easy to pull off victories from miles behind due to the AI being really poor at targeting its own victory conditions, so the Space Race isn't a huge challenge. I avoid Diplomatic as it's too easy to manipulate and win (but I leave it on for the AI).
Essentially, I want to change things to:
- force me to keep my victory condition choice open depending on in game events
- consider government types without the trade bonus.
- risk losing if I'm not vigilant
- discover all the techs before the space race ends
The tweaks I'm going to try are detailed below and I'd be interested if anyone can see any flaws in them or can think of anything else that might achieve my aims. Or has their own modifications they enjoy.
1) lower Domination conditions to 33% for both population and territory. I may even go to 25% for both (large map, 17 Civs). Being an in game pacifist of sorts I'll likely never threaten the domination conditions. I appreciate neither figure constitutes true domination, but this is to force me to have to consider military options even if I'm on an island minding my own business. I will simply have to intervene if one or more AI starts to dominate and cannot rely on diplomacy alone (my standard tactic).
I'm hoping it makes relying on a space race and having no navy or major standing army risky for a human and therefore force me to consider more militaristic government types, which in turn will make achieving a Space Race victory more challenging (I won't tech as quickly and I'll be spending time building naval and aerial units). I will also have to engage with a lot more unit types to keep my rapid response force competitive if I need to deploy it.
2) extend the Space Race by having to make 3x of each module rather than 1x. I may change this to simply make the latest tech module requiring multiple, or make the last module take an enormous amount of time. I'm worried this might actually be counter to my objective of making losing in the late game more likely given the AI don't appear to modify their behaviour if you are 99% towards a space ship (assuming they are spying on you and can tell your progress). However, I feel I need to dramatically extend the Space Race period if I'm ever to sample the very last techs. With a longer space race, if I see the AI far ahead with the modules it will make a military response at my end viable (whereas with just 10x modules the human may not have time to prevent the AI victory?)
Essentially, I want to change things to:
- force me to keep my victory condition choice open depending on in game events
- consider government types without the trade bonus.
- risk losing if I'm not vigilant
- discover all the techs before the space race ends
The tweaks I'm going to try are detailed below and I'd be interested if anyone can see any flaws in them or can think of anything else that might achieve my aims. Or has their own modifications they enjoy.
1) lower Domination conditions to 33% for both population and territory. I may even go to 25% for both (large map, 17 Civs). Being an in game pacifist of sorts I'll likely never threaten the domination conditions. I appreciate neither figure constitutes true domination, but this is to force me to have to consider military options even if I'm on an island minding my own business. I will simply have to intervene if one or more AI starts to dominate and cannot rely on diplomacy alone (my standard tactic).
I'm hoping it makes relying on a space race and having no navy or major standing army risky for a human and therefore force me to consider more militaristic government types, which in turn will make achieving a Space Race victory more challenging (I won't tech as quickly and I'll be spending time building naval and aerial units). I will also have to engage with a lot more unit types to keep my rapid response force competitive if I need to deploy it.
2) extend the Space Race by having to make 3x of each module rather than 1x. I may change this to simply make the latest tech module requiring multiple, or make the last module take an enormous amount of time. I'm worried this might actually be counter to my objective of making losing in the late game more likely given the AI don't appear to modify their behaviour if you are 99% towards a space ship (assuming they are spying on you and can tell your progress). However, I feel I need to dramatically extend the Space Race period if I'm ever to sample the very last techs. With a longer space race, if I see the AI far ahead with the modules it will make a military response at my end viable (whereas with just 10x modules the human may not have time to prevent the AI victory?)