stealth_nsk
Deity
It still may be back.
It may be back in future expansions, but I don't see any reasons for its inclusion. It's like tech trading - the thing which is just bad mechanics.
It still may be back.
Domination should have nothing to do with capitals in the first place. Civ4 had the better system of percentage of world control as that allows you to dominate through expansive means in addition to military means. Furthermore, it almost inevitably means you need to fight actual wars in order to achieve the domination - wars that you conquer the entirety of at least a couple of civs, and then the majority of the rest.
I just noticed this preview from the German site GameStar explains the new victory conditions in Civ6: http://www.gamestar.de/spiele/civilization-6/artikel/civilization_6,53802,3276699,2.html. I haven't seen this posted anywhere here. What follows is my rough translation (sorry to any native speakers, my German's a bit rusty).
"Tourism is Mightier than the Sword
But how do we finish off our opponents now? Civilization 6 has five victory conditions again, but they run differently than before. The domination victory throws the revision of Brave New World overboard: We have to be the last player who keeps their original capital--but you don't have to have conquered all other capitals as in Brave New World. It is enough that everyone but us has lost theirs, no matter who the new owner.
For the science victory we must first send a satellite into space, then land on the moon, and finally establish a colony on Mars. Each of these steps requires first the necessary technology, and then the components must be built and launched into space.
The cultural victory returned to tourism, but should be less complicated. There are two types of tourists: those who go on holiday in their own country, and those who travel from abroad. We need to attract more foreign tourists to us, as all the other civs have home tourists. Things like wonders, great works of art, and trade routes make our country the number one civilization. In addition, each hex now has its own attractiveness value: a beautiful beach attracts more tourists than muddy marshland. We can transform particularly attractive areas into beach resorts or national parks and thereby inspire the masses. Other things also have their influence: The Eiffel Tower transmits the attractiveness of our lands, but next to an industrial district no one will now visit there. This makes the cultural victory into a strategically demanding task, in which the structure of our empire will figure.
The diplomatic victory is gone, replaced by the religious victory. The developers don't want to reveal yet how it works. And finally there remains the points victory. If by a certain year, if no other victory has been won, the player with the most points wins."
My hope is that Diplomatic Victory will make a re-appearance with a re-vamped World Congress, in a future expansion.
Hmm... Why do you need a diplomatic victory?
Civ4 system of world domination % has a big drawback - it allows winning over tall civ you hadn't war with at all. And similarly, losing the domination victory to a civ you never had war with.
It made a nice alternative to the other victory types.
The problem with Civ5 Diplomatic Victory was more in how you gained alliances with City States (in effect it became more of a de-facto "economic" victory). Playing Civ5 with with Gazebo's "City State Diplomacy" mod made it a much better experience.
If the diplomatic victory is also more tied in with passing things through the World Congress-over time-rather than relying on a single vote, then I think it could be a very satisfying experience.
This is no different than a science victory winning out over a civ that has never really interacted with the victor either.
The obvious solution in both cases is to go to war with the player about to the win the game. If you're a tall empire with about 10% of the map and you see one of your enemies creeping up to or beyond 50% then it's your responsibility to stop them from winning. No different than if you notice someone is about to win a science victory and you are unable to beat them to it; You have to attack them.
If you can't beat the player who is about to win the game... then you've legitimately lost. Better luck next time.
I think a potential economic/diplomatic victory model (and obviously this would have to be playtested and worked out with this idea in mind) could be built around being in a position where every other civ could be plunged into either negative gold or negative happiness if you cut off trade relations.
This is no different than a science victory winning out over a civ that has never really interacted with the victor either.
The obvious solution in both cases is to go to war with the player about to the win the game. If you're a tall empire with about 10% of the map and you see one of your enemies creeping up to or beyond 50% then it's your responsibility to stop them from winning. No different than if you notice someone is about to win a science victory and you are unable to beat them to it; You have to attack them.
If you can't beat the player who is about to win the game... then you've legitimately lost. Better luck next time.
Earlier, you said, "domination [victory] should actually require world domination". So if there's a civ with 20% of the map (or whatever) that you've never fought (and let's say you can't easily defeat), are you really dominating the world?
(Developers can use this if they want. I relinquish all rights to this IP.)
Well, then create a sliding scale for Domination. Balancing it correctly would be important, but something like...
If you control 70% of the world, then yes. While I'm sure it'd be technically possible; I'd find it to be an incredibly rare circumstance for a player to gain control over 70% of a map without ever fighting or winning a single war. Even still I would consider it a dominant victory, no more so than the victory of science is implied over the other players - as your ability to expand and defend that expansion clearly outclassed your opponents.
All a science victory is, is proving that you managed your empire better than everyone else. In effect, every victory is an extension of that. So if you rule the vast majority of the world, a feat that I think is far more meaningful than capturing 7 cities - then you've clearly managed your empire better.
Also, as I'd previously pointed out; If you're about to dominate the world and there is a remaining "super power" that only has 20% of the world under it's control but, as you claim, is a threat to the would-be victor, then the natural course of action is for that opponent to prevent the victory by attacking the winner. This is exactly what players do when opponents are about to win science or culture victories, rarely do they sit by and just let it happen.
I hate that diplomatic victory was removed. Yes it had problems, but it fit my favorite playstyle.
Being a small, but invincibly wealthy spider at the center of a massive web of trade routes is how I like to play (obviously, Venice is my favorite in V). The only victory condition that this play style naturally translates into is a diplomatic one.
Wealth lets be punch above my weight militarily, but I still can't compete with a dedicated warmongerer. Having spent all game building economic buildings and not cultural, scientific or religious ones, I can't win at tourism, science or religion. Where's the niche for dedicated trader civs?
I'm hoping that the first expansion reinstates either a reworked diplomatic victory or an economic victory.
Take a poll, thenIf we take poll here, I believe more people like the system where you just need to take original capitals and not the one where you need to control % of territory. As I said it's a matter of personal preference. To me the requirement to counter other player domination by attacking him and taking his land, removes all fun of peaceful gameplay and just unacceptable.