To summarize from the livestream, victory conditions are basically hitting a certain threshold that unlocks a final big project to build:
I'm curious what folks think about this. I'm a little underwhelmed. It makes them feel a little samey/limit replaybility to me:
- Science: 3 space flight projects, unlock first staffed(?) space flight project
- Culture: 15 archeological artifacts in museum, unlock worlds fair project
- Economic: 500 railroad tycoon "points" (# of resources slotted in factories with railroads X number of turns slotted), unlock world bank project
- Military: Conquer 20 points worth of opponent settlements (more points for ideological opponents), unlock operation ivy project
I'm curious what folks think about this. I'm a little underwhelmed. It makes them feel a little samey/limit replaybility to me:
- All but the military victory seem very "separate silo" imho, where you don't need to interact with other Civs (in a way I was explicitly doubting would happen tbh)
- Culture victory seems diminished from Civ 6 - you've gone from many routes (appeal, national parks, improvements, great works, rock bands, etc) to one
- AI-wise, more streamlined goals is easier for the AI in theory. But the AI was easily sabotaged on space race projects in Civ 6, everything is a project now. It likely depends on how they've implemented the project. So tbd there.
- Given the stated issue that most people don't even make it to the end, I can see why complex victory conditions would not be a priority
- Victories can be expanded on in futher DLC/expansions (as was the case in 4, 5, and 6 iirc). Can potentially be game modes to allow for players that do/don't want more complex victories.