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  1. #1

    Default Victory conditions

    How about some alternative Victory conditions this time.
    To be honest it is getting a bit repetitive to just paint half or more of the map in your faction colour.

    What about:
    - become the most cultural advanced faction.
    - become the most military advanced faction.
    - make the most trade agreements.
    - explore the most of the map.
    - etc.
    in addition to take some special provinces - different ones for each faction.

    Different tasks and "missions" could accumulate to additional victory points for example.

    Any ideas or thoughts?
    Last edited by Ariovist; July 30, 2012 at 02:21 PM.

  2. #2
    Stath's's Avatar Protector Domesticus
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    Default Re: Victory conditions

    As missions with nice awards would be very good, but if for victory conditions i would agree only with the "you should have some special provinces, different for every faction"


  3. #3

    Default Re: Victory conditions

    Perhaps those could be steam awards at the end of the campaign? Personally the really best way is to say "Take this amount of provinces and these specific provinces in this aloted time."

  4. #4
    Muizer's Avatar member 3519
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    Default Re: Victory conditions

    Europa Universalis does it well enough. You just play until the end of the timeline. For those who are interested there's a final ranking of victory points.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  5. #5

    Default Re: Victory conditions

    Some sort of Victory Points would be nice.
    Like in Medieval1 or Empire. But the first one was the better system imho.

  6. #6

    Default Re: Victory conditions

    Victory conditions would be nice if AI pays them some attention so we can have a slightly historic drift but really the map or motivations of factions could change so much they wouldn't make sense. It would be nice if at the start of a campaign you could chose from a list of victory conditions compared to history and then fantasy ones where history does not exist.

    So if you are playing Rome and chose the historical scenario you have to complete the conquests of Rome on or before the same date as Rome did or something like that. Other factions could get something similar where history exists for them but since many factions were eliminated by Rome or another power there would have to be something different but there could be some interesting victory conditions though I'm not in favor of culture or trade victories.

    In NTW I always have a timeline of the various campaigns and try to achieve the same or better wins by the same time. Sometimes due to marching lengths etc it can be quite difficult.
    Last edited by Ichon; July 30, 2012 at 04:39 PM.

  7. #7

    Default Re: Victory conditions

    [QUOTE=Ichon;11800507]Victory conditions would be nice if AI pays them some attention so we can have a slightly historic drift but really the map or motivations of factions could change so much they wouldn't make sense. It would be nice if at the start of a campaign you could chose from a list of victory conditions compared to history and then fantasy ones where history does not exist.

    So if you are playing Rome and chose the historical scenario you have to complete the conquests of Rome on or before the same date as Rome did or something like that. Other factions could get something similar where history exists for them but since many factions were eliminated by Rome or another power there would have to be something different but there could be some interesting victory conditions though I'm not in favor of culture or trade victories.




    You make a good point there, it would help a lot of players to choose victory conditions that suits their gameplay style, and becomes even more thrilling.
    I am not saying for example if someone chooses lets say cultural victory that he doesnt have to fight and conquer or defened, just a little bit more oriented towards culture, commerce etc....
    In NTW I always have a timeline of the various campaigns and try to achieve the same or better wins by the same time. Sometimes due to marching lengths etc it can be quite difficult.
    Last edited by zg0301zg; July 31, 2012 at 03:34 AM. Reason: I placed the text wrong :)

  8. #8
    Muizer's Avatar member 3519
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    Default Re: Victory conditions

    It's a bit of a cop-out though, if your objectives and timetables are dictated as victory conditions instead of following from the in-game situation.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  9. #9

    Default Re: Victory conditions

    Quote Originally Posted by Muizer View Post
    It's a bit of a cop-out though, if your objectives and timetables are dictated as victory conditions instead of following from the in-game situation.
    Exactly but you can always ignore victory conditions or before the campaign begins just chose from capture 50 or 100 regions etc instead of a long or short campaign. It really only matter if AI follows them. It can help AI follow some sort of historical basis but still react to map changes.

  10. #10
    Muizer's Avatar member 3519
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    Default Re: Victory conditions

    Quote Originally Posted by Ichon View Post
    Exactly but you can always ignore victory conditions or before the campaign begins just chose from capture 50 or 100 regions etc instead of a long or short campaign. It really only matter if AI follows them. It can help AI follow some sort of historical basis but still react to map changes.
    Setting up targets for the AI to make it behave plausibly isn't the same thing as making reaching those targets a race against other factions and/or time.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  11. #11

    Default Re: Victory conditions

    Quote Originally Posted by Muizer View Post
    Setting up targets for the AI to make it behave plausibly isn't the same thing as making reaching those targets a race against other factions and/or time.
    Right... which is why I said to make it by player choice before campaign begins. So you can try the historical path the first couple of times if you want but to increase replay there can be alternate victory conditions you could set the AI to pursue or the faction you are playing.

    So you can race with Rome to achieve same conquests in same time Rome did with surrounding AI factions pursing their own semi-historical win conditions or give other large factions alternative victory conditions or just a free for all capture 50 provinces or something.

    Since TW is basically a sand box its quite difficult to script victory conditions for many scenarios. So either capture 100 regions general or give conditions based on past or plausible alternate history. It won't necessarily make sense in the game to have Rome trying to eliminate Carthage if a Greek faction controls Carthage and Mediterranean trade which is the downfall of specific victory conditions which ignore how the map/situation changes but it is impossible to script for every situation so either very general conditions like number of regions or specific conditions in a limited way which player can choose or not just to give surrounding AI some more specific goals.
    Last edited by Ichon; July 30, 2012 at 05:54 PM.

  12. #12

    Default Re: Victory conditions

    I strongly believe that victory conditions should vary according to faction. As Macedon, establish Hegemony in Greece. As Carthage, take Hispania, Sicily, and destroy Rome, as any Gallic faction in Gaul, establish hegemony in Gaul, or keep the Germans and Romans out until year whatever BC/AD.

    I am sick of conquests of world domination with factions like 'the bosporan kingdom" or "the britains", fighting the same enemies, for the same cities. Whereas faction based victory conditions would make each campaign a very different experience, and would make the difference between bigger factions, like Rome and the Seleucid Empire Empire more noticeable, since only in those ones would you fight on multiple fronts(often) etc.
    Last edited by Fabricus; July 30, 2012 at 05:08 PM.
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  13. #13
    Petroniu's Avatar Domesticus
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    Default Re: Victory conditions

    I like the way it's done in TW. It's specific for the series. If you want victory points, go play victory points games.
    RTWRM - back to basics

  14. #14

    Default Re: Victory conditions

    Quote Originally Posted by Ariovist View Post
    How about some alternative Victory conditions this time.
    To be honest it is getting a bit repetitive to just paint half or more of the map in your faction colour.

    What about:
    - become the most cultural advanced faction.
    - become the most military advanced faction.
    - make the most trade agreements.
    - explore the most of the map.
    - etc.
    in addition to take some special provinces - different ones for each faction.

    Different tasks and "missions" could accumulate to additional victory points for example.

    Any ideas or thoughts?
    agreed, i hate just steamrolling through the whole map, I remember in medevil 1 they had glorious achievements those were cool.

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