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Turn off the points victory.
However, eventually you run out of things to research.
I'm trying to extend the game beyond 200 turns but there still be conditions for victory.
Is it possible to extend the game so that turn 400 or 500 is when victory points are decided/totaled and still have VP conditions?
If I disable the VP, doesn't this prevent victory?
Kill them all is always a victory condition.
Ok, that helps.
What other types of Victory Conditions are there if VP are disabled?
It seems like Ambitions might be another, but i thought Ambitions are only for player; hence, does a game with VP disabled mean the only way anyone (Player and AI) can win is by 'elimination"?
- points
- goals (you are presented with various goals during the game, do ten of them: win)
- military victory
I am missing two, I think, but even though I have been playing the game quite a bit recently, I can't remember them for the life of me. Sorry.
Points - Win by being first to reach the set number of VP's.
Double - Have at least half the required VP's for winning points victory PLUS be more than double the score of second place.
Ambition - Complete 10 ambitions.
Time - Be the leader at the completion of 200 turns.
Conquest - Be the last nation standing.
Alliance - Be the ally of the winning nation.
Personally, I'm not a fan of length in this game. You can reach a point where you've done pretty much everything and you're just pushing out turns. I don't believe the intent of the game is to be excessively epic in scale, although the options are there for gamers that want a really grindy run.
That said, the basic design hasn't changed. The game isn't meant to last too many turns, and there's nothing like the Epic/Marathon settings of Civ. A game of Old World probably averages about 120 turns, most games will end before 150. Playing beyond 200 turns probably means you're artificially extending the game by turning off victory conditions or something similar.
But we've seen some players enjoy 250 or 300 turn games where they go for a full world conquest. That's not really the kind of playstyle we anticipated but it's definitely available if that's how you prefer to have fun.
The turn scale options affect how long characters live, they don't change how long things take to build or research, so it's not like Civ's game speed options. A leader who rules for thirty years would rule for 30 turns on the default settings, but 60 turns on Seasons or 120 on Semesters.
Great information.
Your reply plus all of the other replies puts the pieces together. Thanks
Would rather depend on several things, what are you looking to achieve, a civ feel of multi generations and moving through a tech tree that changes the kind of units quite radically from start to fish, or do you want to simulate the Diadochi wars and fight it out without the units changing much at all, how big is the map, 180 square and modded distance between city locations means you could start very far from you second city site let alone the nearest barbs tribe and AI factions, since you can have as many of them as you want you can create a map in the editor for half the medd and it takes up as many historic factions as you want to populate it with, or you can do italy and Sicily at 180 square map and fight Hannibals campaigns in Italy at a monthly time scale and tech advances become a back seat, and the family barely change as new generations hardly come into it with far fewer factions involved. You can change the cost of techs, yields in game etc, to make them impossible all to be achieved even after a 000 turns. You dont think an AI with 200 turns before you encounter is not going to be a challenge?.
Fair question.
• I wanted to better understand the mechanics behind turns, scale, and victory conditions.
• I now look at the game turns differently compared to how I initially did.
• With the replies, it helped clarify.
Same vibe as EU4 "world conquest" stuff. The "challenge" is how dull and time consuming it is.
Plus a bit of people liking to just turtle up safely until they can win without risk.