lightsedge
Chieftain
My problem with the victory conditions is that they often make diplomacy - an essential part of the game - unrealistic. Examples:
I don't expect that much realism from Civ, but I would like AI players to behave like countries, not like people trying to beat a game, which makes the experience "gamey". I want the AI to have "realistic" likes, dislikes, and objectives. Good ones that already exist are: not liking troops on their borders, not liking if you broke a promise, and not liking if you attack their friends (what DO they like?). Maybe culture, trade, civics, giving aid, etc. should be relevant to relationships. An aside: the way city states give bonuses feels very gamey too.
Now the problem is that the victory conditions we have force having an AI hate you for being closer to winning. Up to a point Civ feels like you're bringing a group of people through the ages, like reliving history. However, inevitably it becomes just a winner-takes-all competition with the other leaders in a race to achieve a victory condition. This leads to somewhat ridiculous actions such as nuking someone before he completes the space ship.
Maybe a solution would be to change the victory conditions to global goals, for example, eradicating poverty, world peace, or excessive happiness
(or all of the above). Then instead of competing all the time, there would be times when you could cooperate. Give the AI leaders personalities, which may either help or work against victory (what do I do about the aggressive despot?). Of course you can still achieve world peace through conquest
. I guess the idea is basically to win by creating a utopia of sorts.
Now I can't say I know how exactly the mechanics should work, but take a diplomatic victory for example. What if the UN started out powerless and somewhat dysfunctional, but you have to get to the point where most countries are willing to cede sovereignty to the UN? Maybe you have to complete some missions. And if you fail too many times, progress is lost (e.g. countries leave).
Or another idea: Allow leaders to work together on a victory condition. For example, work together on the space ship. Then for scoring purposes distribute points depending on how the civ contributed.
- Someone not liking me because they suspect I'm going for the same victory as him
- Someone not liking me because I'm powerful (ahead)
I don't expect that much realism from Civ, but I would like AI players to behave like countries, not like people trying to beat a game, which makes the experience "gamey". I want the AI to have "realistic" likes, dislikes, and objectives. Good ones that already exist are: not liking troops on their borders, not liking if you broke a promise, and not liking if you attack their friends (what DO they like?). Maybe culture, trade, civics, giving aid, etc. should be relevant to relationships. An aside: the way city states give bonuses feels very gamey too.
Now the problem is that the victory conditions we have force having an AI hate you for being closer to winning. Up to a point Civ feels like you're bringing a group of people through the ages, like reliving history. However, inevitably it becomes just a winner-takes-all competition with the other leaders in a race to achieve a victory condition. This leads to somewhat ridiculous actions such as nuking someone before he completes the space ship.
Maybe a solution would be to change the victory conditions to global goals, for example, eradicating poverty, world peace, or excessive happiness


Now I can't say I know how exactly the mechanics should work, but take a diplomatic victory for example. What if the UN started out powerless and somewhat dysfunctional, but you have to get to the point where most countries are willing to cede sovereignty to the UN? Maybe you have to complete some missions. And if you fail too many times, progress is lost (e.g. countries leave).
Or another idea: Allow leaders to work together on a victory condition. For example, work together on the space ship. Then for scoring purposes distribute points depending on how the civ contributed.