Re: Re : Victory conditions
i chose the longest..since when it's short one needs to quit very fast.
wiht the longest i can quit any time ~;)
Re: Re : Victory conditions
Quote:
Originally Posted by Meneldil
:rtwyes:
Awesome.
Another question : how will you remind the victory conditions to the players while the game is running ?
Well, several ways I think. The leader should have a trait that displays the remaining victory conditions, if I recall correctly.
Remember, when voting, that we've added many new provinces; the map is much bigger now. Keeping victory conditions near vanilla means only 1/4 of the map need be conquered before you win.
Also, if you have things you would like to see specific factions achieve, post them here. We can expand our victory conditions.
On destroying other factions - certainly we can do that. Building a particular building? This I don't know...maybe. But come up with interesting ideas and we'll try to make them work.
Re : Re: Re : Victory conditions
Quote:
Originally Posted by khelvan
Remember, when voting, that we've added many new provinces; the map is much bigger now. Keeping victory conditions near vanilla means only 1/4 of the map need be conquered before you win.
On the other hand, I wouldn't like to have artificial conditions such as having the Sarmatian or the Greek trying to conquer Britain to win. If you can set different condition for different factions, I think you should not have a set amount (50) of provinces for each faction. Maybe the Roman would have to conquer the provinces of the Roman Empire at its peak, the Macedonian/Seleucid/Ptolemaic would have to remake Alexander's Empire, the Parthian the Persian Empire, etc.
Quote:
Originally Posted by khelvan
On destroying other factions - certainly we can do that. Building a particular building? This I don't know...maybe. But come up with interesting ideas and we'll try to make them work.
Hum, I'm not that good at history, but surely some important buildings were built between 272 BC and 14 AD ? On the other hand, if your already having troubles with buildings and the governement system, screw up this idea.
Re: Re : Re: Re : Victory conditions
well, liek you say it: they "should" remake Alexandros' empire. nah...
to need to choose wich way to go..as Macedon you coudl also choose to obliterate rome, not just staying focused on the East..
But seleucids shoudl destroy the ptolemoi. the baktrians need to capture a great part of the seleucids..
but dont make the conditions to specific, you just need to set the table: not scipt the history ~;)
Re: Re : Victory conditions
Quote:
Originally Posted by Meneldil
Another question : how will you remind the victory conditions to the players while the game is running ?
The faction leader has a trait listing all the settlements that must be owned or must have been raided, or whatever else is required for victory. Also, the scripters have something they're working on that's a bit more dynamic...
Re: Re : Re: Re : Victory conditions
Quote:
Originally Posted by Meneldil
On the other hand, I wouldn't like to have artificial conditions such as having the Sarmatian or the Greek trying to conquer Britain to win. If you can set different condition for different factions, I think you should not have a set amount (50) of provinces for each faction. Maybe the Roman would have to conquer the provinces of the Roman Empire at its peak, the Macedonian/Seleucid/Ptolemaic would have to remake Alexander's Empire, the Parthian the Persian Empire, etc.
We have faction-specific conditions, with various things that need to be achieved. I'm trying to get a sense of relative scale, that's all. Number of provinces is a simple, if not very effective, way of gauging the interest of the fans.