
Recently, I brainstormed the possibility of redesigning Beyond Earth's winstates in order to support cooperative victories. With Civilization VI having been announced last month, I want to take some time to look at some different ways to approach victories in the mainstream Civilization games. Since Civilization III, there have been five victory types that have appeared in every mainstream Civ game:
- the military victory = kill or conquer everyone else
- the science victory = build a space ship to Alpha Centauri
- the culture victory = accumulate the most culture yield (usually through wonders)
- the diplomatic victory = vote for yourself to be leader of the United Nations
- the score victory = if no other victories are met by a certain number of turns, the civ with the highest score wins.
Earlier games had fewer victories (only military and space race), but there have been other victory types as well. Civ III and IV had a victory that simply required the player to occupy a majority of the map's land area and population (which could be achieved via military conquest and/or relatively peaceful expansion). I liked this victory type because it facilitated role-play by allowing me to grow my empire organically without having to feel like I was constantly meta-gaming for one of the other victories - just keep growing by whatever means are necessary or convenient. Civ IV also had a religious victory that required you to convert other players to your religion and then get them to elect you to be Pope or whatever. Civ: Revolution and the board game even included an economic victory in which you must accumulate a certain amount of wealth tokens. This was different than the "economic victory" of Civ V, in which you save up enough money to buy out the alliance of every city state on the turn before a U.N. election.
Civilization IV included a religious victory [LEFT], and the board game includes an economic victory [RIGHT].
These victories are intended to provide a direct path to victory using each of the major fundamental gameplay styles. But are there other methods?...
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a7731900-5994-464b-bc32-bb3d6884e093|1|5.0
Tags:Sid Meier's Civilization, Civilization, Civilization V, Civilization VI, victory, military, science, culture, diplomacy, religion, high score, economy, peace, war, cooperation, humanism, humanist, alliance, ideology, space race, United Nations, world wonder, agenda, leaders, Theodore Roosevelt, board game, victory point, Ed Beach, Sean Bean, E3, Settlers of Catan, The Sims 2, Sid Meier's Civilization the Board Game

A few weeks ago, Firaxis and 2K Games ensured that fall of 2016 is going to be very busy for me. They announced Sid Meier's Civilization VI, which is due out October 21. Believe it or not, my reaction to this was actually a little bit mixed. While a new Civ game is obviously exciting, I have to fight back a feeling that it's too soon.
For one thing, I was expecting at least one more expansion for Beyond Earth, which I feel still has some annoying holes in its gameplay (most notably, its air units and generally dull orbital layer). If those holes were filled, and if the game's map could change over the course of the game, then Beyond Earth has the potential to rise out of mediocrity and stand at the same level as Civ V as a unique and engrossing sci-fi strategy game. Now, that looks very unlikely. Since the first expansion (Rising Tide) would expand the shallow naval and ocean gameplay, I had expected that a second expansion (which I had personally code-named "Falling Skies") would expand air units and orbital gameplay and maybe add flying cities.
Sean Bean introduces us to Sid Meier's Civilization VI - due October 21st.
The other reason that I felt Civ VI is too soon is because I was still hoping to get back into modding for Civ V. I still had one massive mod that I've been working on off-and-on for years that just needed some bug fixes and polish before I could release it. I had put off finishing it until after I'd completed my series of strategy guides for Civ V, and I was hoping for a few years in between games so that I could finish the mod and have time for people to play it. But now that Civ VI is announced, I feel less motivated to bother with that mod, since most players (including, most likely, me) will move onto Civ VI come October anyway. Maybe I'll work up the motivation to get that mod out anyway; we'll see. In any case, I'll hopefully get more into modding for Civ VI earlier so that I can release more content for that game, and maybe make some more ambitious projects...
The good news is that Civ VI does look to be fulfilling one of my wishes of being more focused on empire-management...
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a923a46b-608d-45e4-84d5-b592b2684a88|3|4.7
Tags:Sid Meier's Civilization, Civilization VI, Firaxis, civilization, 2K Games, strategy, history, hexes, city, districts, wonders, Theodore Roosevelt, Civilization: Beyond Earth, Civilization: Beyond Earth: Rising Tide, Civilization V, PC, Steam, Ed Beach, Sean Bean