Victory points on random map

How about random Victory Point locations in a random map?

  • Yes, I like the idea.

    Votes: 10 66.7%
  • Yes, but differently (please explain below).

    Votes: 0 0.0%
  • I don't care either way / don't play Victory Points.

    Votes: 2 13.3%
  • Nah, I don't like this (please explain below).

    Votes: 3 20.0%
  • Other (please explain below).

    Votes: 0 0.0%

  • Total voters
    15

Mercade

the Counsellor
Joined
Nov 8, 2002
Messages
2,636
Location
The Netherlands
Earlier this week I finished the "Ancient Treasures" introduction of Conquests and I though it was a great concept to scramble for the Victory Point locations (obelisks) all over the map. Right now, if you enable Victory Points to a random map game, they are only at the players start locations (which means capturing the capital). The alternative is adding them to a custom map in the editor.

I think it would be a great addition if it were possible to have Victory Point locations randomly spread over the map when generating a random map. Ideally, when you select Victory Points as victory condition, there should be a selector for No random (only start locations), Low, Medium or High number of Victory Points. This could be in the INI file, too. The request to Firaxis would be to add this in a patch.

Do you like the idea of having random Victory Points as option on a random map?
 
I think they should be somewhat geologically determined. This to aid me in coming up with a rationale for chasing after them. Why are all these civs scrambling after these points? Perhaps geologically it's a choice location, or perhaps its located in the kind of place which would tend to foster lots of cultural development, or something, or whatever.

-mS
 
i like the idea, as i've learnt from the conquest scenarios playing with different concepts / winning conditions can be alot of fun, the more concepts / possibilities, the better imo
 
I already see 'victory points' as inherent to random maps even though they might not be represented by obelisks. If you don't control resources, choke points and enemy capitals, then you've lost the game.

Victory points add a nice dimension to pre-designed scenarios, but they would seem rather pointless if randomly spread over a random epic game map.
 
You can start the game with them placed in the original start locations.
 
Random is good. I don't think they need any strategic value. Like shirleyrocks said about resources, other strategic points (choke points, etc...) are already strategic. Random victory points adds another level of strategy and different challenges on how to hold them.

Though, I do think it would be unfair if some civs started right next to one but others aren't within 15 tiles. Start locations should take fair access to at least one victory point into account.
 
Originally posted by Pirate
Though, I do think it would be unfair if some civs started right next to one but others aren't within 15 tiles. Start locations should take fair access to at least one victory point into account.
Sure thing, the random starting location of each civilization could have a victory point to get them started - as they are already when you now select victory points as victory condition.

And considering Master Shake's observation that he'd like some more rationale, the present situation of having an obelisk at each players start location isn't very rational either. As far as I am concerned, the explanation of the Ancient Treasures intro-scenario is good enough to me. The meaning of the obelisks in Galia and the stone statues of Easter Island is still a mystery.
 
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