I would normally enable all victory conditons, but I find that space and diplomatic victory get in the way of having a fun domination game. I guess that's what the options are there for, but it still bothers me a little that I disable a few of them. But here are a few of my reasons:
In my last game, highlands/standard size/marathon/emperor, I was in the end game when the U.N. resolutions passed preventing me from switching to a more conquest friendly civic like police state and/or state property, so war weariness became almost unmanageable, having to fight ten turns, ten turns of peace, and so on. No one had enough votes for diplomatic victory, yet it prevented me from having an easier go at domination. Maybe that's the real world, but for game play, it get's in the way. Probably if I had built Mount Rushmore, things would have been different, but I didn't go for that tech path and it was no longer an option once I acquired fascism.
So, I lost interest (perhaps just temporarily) in that game, with about 65 turns to go, and about 45% of the land area under my control. Highlands have quite a large land area. So, in retrospect, I should have disabled DV to allow the style of play I prefer.
Space victory, after winning at it several times, also loses some of it's appeal, for me anyway, and it also gets in the way of domination win, though it definitely makes for a more challenging game, since the AI is very good at Space Victory. The AI also tends to accelerate in tech research in the end game. On a large map, it may be very difficult to reach one or more Civs in time to stop their progress. I rationalize this in part by thinking that Earth is the prize, and we need to solve our environmental problems here, not leave them behind to settle another planet. Though I greatly enjoyed playing SMAC. But this is Civ, on Earth.
So, the victory conditions that I see as not conflicting with my style of play are domination, conquest, culture, and time. I see a culture win as a true indication of civilization greatness, more so than the earliest Civ to leave Earth. So, if an AI Civ can close in on a culture win (without me arriving at their gates with my tanks ), they are most deserving of a win.
What victory conditions do you typically enable? if you disable some, what are your reasons?
In my last game, highlands/standard size/marathon/emperor, I was in the end game when the U.N. resolutions passed preventing me from switching to a more conquest friendly civic like police state and/or state property, so war weariness became almost unmanageable, having to fight ten turns, ten turns of peace, and so on. No one had enough votes for diplomatic victory, yet it prevented me from having an easier go at domination. Maybe that's the real world, but for game play, it get's in the way. Probably if I had built Mount Rushmore, things would have been different, but I didn't go for that tech path and it was no longer an option once I acquired fascism.
So, I lost interest (perhaps just temporarily) in that game, with about 65 turns to go, and about 45% of the land area under my control. Highlands have quite a large land area. So, in retrospect, I should have disabled DV to allow the style of play I prefer.
Space victory, after winning at it several times, also loses some of it's appeal, for me anyway, and it also gets in the way of domination win, though it definitely makes for a more challenging game, since the AI is very good at Space Victory. The AI also tends to accelerate in tech research in the end game. On a large map, it may be very difficult to reach one or more Civs in time to stop their progress. I rationalize this in part by thinking that Earth is the prize, and we need to solve our environmental problems here, not leave them behind to settle another planet. Though I greatly enjoyed playing SMAC. But this is Civ, on Earth.
So, the victory conditions that I see as not conflicting with my style of play are domination, conquest, culture, and time. I see a culture win as a true indication of civilization greatness, more so than the earliest Civ to leave Earth. So, if an AI Civ can close in on a culture win (without me arriving at their gates with my tanks ), they are most deserving of a win.
What victory conditions do you typically enable? if you disable some, what are your reasons?
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