Azmodanrom
Chieftain
In civ6 it's current 5 victory conditions can be split in 2 categories:
1) Aggressive victories : the player has to move units on the map to win. Usually used on smaller maps to avoid the tediousness of moving many units a long way.
a) Domination victory : you just have to conquer the capitals of all the AIs.
- Empire : small to medium (at start - as you conquer cities it will get very large).
- Production and science: medium to high - to get advanced units fast, Gold: high (for unit upgrades), Faith: low, Culture: low
- Offence: military units
- Defence: military units
One idea to reduce the tediousness of unit movement is to allow airlift between airstrips, so a military engineer can build one as a forward base and than send troops from a home airport directly to the front
b) Religious victory: convert 50% all cities in each civ - (needs more work)
- Empire: medium to large (to have enough faith output to be able to buy units)
- Production and science: low, Faith: high, Culture: low, Gold: low
- Offence: religious units - these should be stackable with any other units. should be able to be attacked only by other religious units. can enter other civs without open borders
- Defence: religious units - defence bonus in home territory and bonus to closeness to own holy sites. The initial holy site of a religion cannot be converted and will always spawn units of its initial religion
More religious units needed. One idea would be to use spies as assassins to kill religious units (maybe defence only). Create a "closed borders" policy card that blocks religious units to enter own territory at the expense of a heavy negative diplomatic rep
2) Passive victories: the player can turtle up and only focus on own civ. Can be played on large and huge maps.
a) Science victory: get to the end of the tech tree and than build 4 major projects
- Empire: large (for a lot of science output)
- Production: very high in core cities, Science: high, Faith: low, Culture: low, Gold: medium
- Offence: none
- Defence: spies
The oldest victory condition. It;s called science but is more "science and production" victory
b) Culture victory: attract foreign tourists. (needs a bit more work, especially UI)
- Empire: large (for a lot of culture output)
- Production: medium, Science: low, Faith: low, Culture: high, Gold: low
- Offence: tourism from wonders/districts/resorts/natural parks, artefacts/works of art
- Defence: culture? (in civ5 there was a clear distinction and an UI screen telling you how your culture was doing against other civs tourism. in civ6...is not so clear)
There should be a more clear UI on how the culture works, what your status is, who is attracting your tourists. Maybe add some policy cards for defence, not only offence (eg: "iron curtain" reduces outgoing tourism but disables foreign trade routes)
c) Score victory: this is the looser victory, if you could get to the other ones.
There can be 2 more victories:
1) Diplomatic victory (Passive): get a "federation" like agreement with all the other civs, requiring stellar positive rep.
- Empire: small
- Production, science, culture, gold, faith: low - but not low enough to be seen as weak and get attacked.
- Offence: diplomatic deals to get positive rep
- Defensive: none
This victory should not be enabled for AIs. The player can just declare war on an AI to prevent him for wining
2) Economic victory - I didn;t find a good solution for this one. It should be something along the line of "buying" the debt of other civ/cities, like a hostile takeover of a company. A system of GDP and money borrowing to create debt should be implemented. Could be Passive or Aggressive if there is a special unit to be moved on the map to "buy" cities.
But the end should be to let the player concentrate on making gold and winning the game just from it.
Lastly, it would be nice for the AIs to pick a victory condition from the start (maybe they do now, i don;t know) and have it like a "super secret agenda" that can be discovered on the next level after the "secret agenda".
1) Aggressive victories : the player has to move units on the map to win. Usually used on smaller maps to avoid the tediousness of moving many units a long way.
a) Domination victory : you just have to conquer the capitals of all the AIs.
- Empire : small to medium (at start - as you conquer cities it will get very large).
- Production and science: medium to high - to get advanced units fast, Gold: high (for unit upgrades), Faith: low, Culture: low
- Offence: military units
- Defence: military units
One idea to reduce the tediousness of unit movement is to allow airlift between airstrips, so a military engineer can build one as a forward base and than send troops from a home airport directly to the front
b) Religious victory: convert 50% all cities in each civ - (needs more work)
- Empire: medium to large (to have enough faith output to be able to buy units)
- Production and science: low, Faith: high, Culture: low, Gold: low
- Offence: religious units - these should be stackable with any other units. should be able to be attacked only by other religious units. can enter other civs without open borders
- Defence: religious units - defence bonus in home territory and bonus to closeness to own holy sites. The initial holy site of a religion cannot be converted and will always spawn units of its initial religion
More religious units needed. One idea would be to use spies as assassins to kill religious units (maybe defence only). Create a "closed borders" policy card that blocks religious units to enter own territory at the expense of a heavy negative diplomatic rep
2) Passive victories: the player can turtle up and only focus on own civ. Can be played on large and huge maps.
a) Science victory: get to the end of the tech tree and than build 4 major projects
- Empire: large (for a lot of science output)
- Production: very high in core cities, Science: high, Faith: low, Culture: low, Gold: medium
- Offence: none
- Defence: spies
The oldest victory condition. It;s called science but is more "science and production" victory
b) Culture victory: attract foreign tourists. (needs a bit more work, especially UI)
- Empire: large (for a lot of culture output)
- Production: medium, Science: low, Faith: low, Culture: high, Gold: low
- Offence: tourism from wonders/districts/resorts/natural parks, artefacts/works of art
- Defence: culture? (in civ5 there was a clear distinction and an UI screen telling you how your culture was doing against other civs tourism. in civ6...is not so clear)
There should be a more clear UI on how the culture works, what your status is, who is attracting your tourists. Maybe add some policy cards for defence, not only offence (eg: "iron curtain" reduces outgoing tourism but disables foreign trade routes)
c) Score victory: this is the looser victory, if you could get to the other ones.
There can be 2 more victories:
1) Diplomatic victory (Passive): get a "federation" like agreement with all the other civs, requiring stellar positive rep.
- Empire: small
- Production, science, culture, gold, faith: low - but not low enough to be seen as weak and get attacked.
- Offence: diplomatic deals to get positive rep
- Defensive: none
This victory should not be enabled for AIs. The player can just declare war on an AI to prevent him for wining
2) Economic victory - I didn;t find a good solution for this one. It should be something along the line of "buying" the debt of other civ/cities, like a hostile takeover of a company. A system of GDP and money borrowing to create debt should be implemented. Could be Passive or Aggressive if there is a special unit to be moved on the map to "buy" cities.
But the end should be to let the player concentrate on making gold and winning the game just from it.
Lastly, it would be nice for the AIs to pick a victory condition from the start (maybe they do now, i don;t know) and have it like a "super secret agenda" that can be discovered on the next level after the "secret agenda".