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Victory conditions sugguestion, anyone?

Victory conditions sugguestion, anyone?


In most TBS games, the default victory condition is to destroy all other players.  EWOM should be no exception, as it is very easily understood concept.

However, I/we want multiple victory conditions; these conditions are somewhat easier to achieve in most cases, and more importantly more fun to players because player has to use alternative strategies to execute or spot.

Depending on mapmaker, any game can have 1 to 3 VCs.  I want all VCs hidden to others since turn 1.

In this thread, I'll like to discuss 2 things & like your input so SD devs can see how best to implement this.

1.  What VCs are fun?
(I am proposing some here as starter; but I'll keep only 10 best suggestions at the end the discussion)
a.  Alliance with all fractions at the same time
b.  Keep all essence nodes razed for 3 turns
c.  Cast "spell of Mastery"
d. (Find &) Keep the ultimate artifact for 20 turns.  (Its location is automatically known to evreyone somce turn 1 & thereafter)

2.  How/When to display ones' VC progress to other players?
a.  If SD devs don't think it is all-important, I'll say the crude way to do it is to announce/display the VC to all players whenever anyone reaches 75% progress on any of their VC goals.
b.  landisaurus' suggestion of "an overland spell that gained more information the longer that it is up.  That way you get pretty direct spell vs. info ratio to which we can give easy feedback to SD about.  The people doing the spying would be identifiable and countering would be through whatever disjunction means normally available"
quoted from reply #5 of https://forums.elementalgame.com/341351
c.  Any better/fun/strategic alternative??

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Reply #26 Top

Reading this thread, esspecially the unvictory conditions, I'm thinking of a kind of "special" victorys. But this would need a special game set up (may be as option).

A few days ago, I played a card-/board game. It is playable for 8 to 18 players. The game mechanics are easy. Everyone gets a card, which gives him a special role in the game. Normally it is a "normal citizen". Sometimes (about 25%) the player is a werewolf. In the night turn, the werewolves are killing a normal citizen together. In the dayturn, ALL citizen have to decide (by vote), whom to kill for murderer. But noone knows, who is what... But the werewolves know each other! In that case, the citizen have a problem in kiling all werewolves. Everytime, a citizien is killed (by werewolfe, or by vote), his true nature is shown. You alwaly have to check, who is good, who wants to kill a good one, and who is faking that...  There are several other roles in than "normal citizen" and "werewolve citizen" in the game. 

I would like to see this idea in the elemental game. Of course in some different way. Maybe only in multiplayer... (hopefully not only)

These victory conditions are set up un game set up, by defining the roles or everyone. This is done by random (most times) and in secret.

- The bad ones are only a few. They got very powerful magic. They win, if every other channeller is killed.

- The good ones are simple and normal. They win, if every bad guy is killed.

- The role amor: Amor chooses two player. They fell in love. If one is killed, the otherone will automatically kill himself. (That causes very strange behavior sometimes...) They can only win, if they can live together in futere. So, if they are a bad and a good guy, then they will only win, if they kill all others, the good and the bad.

- The Cassandra-role: She can ask the gods, and sometimes she will get the information of an other guy. But who will trust her? Anyone can state, that he is Cassandra.  (It's only a role, normal citizen vc)

- The "Seducer"-role. With a powerful spell, he can seduce someone. (Setting a "flag" on the channeller) As soon as he seduced everyone, he will win. The seduced guys, will not know him, but every seduced guy will know the other seduced guys. So every seduced guy will try to hunt him down, (but they first have to know, who he is...)

- The Alchemist. He can "heal" or kill someone. Only one time, because he have a mighty artefact. After using the artefact, the artefact is gone. He can give someone a veryveryvery big magic boost, if he is near to be kiled by someone. Or, he can give someone a bic reduction in magic... (It's only a role, normal citizen vc) But whom he will help? Or whom he like to kill? A friend? An enemy?

- The Traveller: As soon as he reaches an enemy city, he will instantly detect dark magic. But he should not watch to often, because the bard guys will recognize his presents... (It's only a role, normal citizen vc)

- The "Hunter". ( I don't find a good fantasy representation for this role...) As soon as he gots killed, he can kill someone else while falling...

(Maybe not all roles for beginners...)

I would like to have something like this. The possible victory conditions are all know. But in this case, it is more than only "Building the biggest army (wizards tower, spell research company...)" Of course: programming "trust" would not be easy for AI.

Reply #27 Top

ok here are the victory conditions i like

A ) Conquest - kill all the players that aren't your friends/ last channeler standing


B ) Anti-magic - Create a tower that nullifies and absorbs all magic and essence on the planet. The tower however uses the magic it absorbs to keep the surrounding friendly land healthy while everything else reverts to post apocalyptic terrain. If the other Channelers can’t stop you within a certain number of turns you win the game.


C ) Ultimate spell - cast the ultimate spell, probably has longish casting and all other players are alerted to the attempt


D ) Quest - be the first to complete whatever the main quest is.

 

E ) Diplomatic - achieve global peace

These Are more starting conditions:

1) Invasion - There are N thingies spread equally across the land. The N players must find and bring them to an ancient temple every x*N  turns to prevent demonic invasion. Any player who wants to be safe must bring a thingy to the temple within the time limit. All N must be brought to the temple for the players' factions to be safe. Whoever is not safe is swamped with angry demons and most likely wiped out.

 

2) Spirit Bond - x amount of pairs of players are chosen. If one player of the pair is killed, the other one loses too. (this bit maybe - They players get bonuses but cannot ally with anyone else (pairs are automatically allied)).

Reply #28 Top

*you did not see anything*

Reply #29 Top

I have been thinking about an esbionage-based victory: you have to get an "advanced" esbionage level on all surviving players. There is another post about this: https://forums.elementalgame.com/354543

Reply #30 Top

Apologies for necromancy, but I have just noticed this on the site homepage:

Victory can be yours through conquest, magical supremacy, diplomatic alliances or the completion of the master quest.

With the exception of this "quest", it looks pretty strightforeward, especially for anyone who has played GC2.

Reply #31 Top

Necromancy is what happened in Reply #28, Scoutdog. From June 3 to June 6 I'm quite sure that it doesn't count as such.;P

A vixtory based on spycraft would be similar to a diplomacy one. But instead of "We are good friends* and we work together for the greater good**.", you would have something like "I know all your dirty secrets so you start doing what I say or one day you might awake into a river with a new pair of solid rock shoes.". Or something like that.:moo:   So basically spies could help you to achieve a diplomacy victory even with opponents that by nature would never consider it.

* or forced allies becuase of the enemy of my enemy...

** or evil depending of aligment.

Reply #32 Top

Oh, believe me, I'm all for an esbionage victory, I just don't think that at this point in the game it is going to happen. Oh, and by the way, that new avatar of yours is something entirely different....  :omg: 8C 8(| o_O :pout: :S x_x

Reply #33 Top

Quoting Wintersong, reply 6
Necromancy is what happened in Reply #28, Scoutdog. From June 3 to June 6 I'm quite sure that it doesn't count as such.

May 18th to June 3rd isn't really that bad either, it's just 2 weeks.

Quoting Scoutdog, reply 7
Oh, believe me, I'm all for an esbionage victory

Is your nose broken or something?

Reply #34 Top

I thought that was how it was spelled: the forums don't have spellcheck.