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??