Polymorphic Victories.

Or, how to switch from Influence to Research.

This may seem a little strange to ask or observe about but --

Sometimes when the game itself determines a Victory condition is near, i'd like to be able to delay or "prevent" it from happening as i wish.
Presuming all setup options were used, a diplomacy set of Alliances can get you that much also, and be simply switched off with a simple treaty cancellation.  Game goes on.

Now, the code would need to be alter for that kind of stuff but i also wonder if anyone has ever develop a sort of strategy to DO it indirectly.

Considering Influence is an evergrowing number once techs crank out additional percentages... it boggles my mind that a totally awesome reach for a Techno-Victory (along with the entire tech-free done) can't become a reality unless someone is smart enough to evaluate what to do exactly; Demolish buildings, abandon assets, give up planets to other players, de-militarize space, etc ???

Thus my request to expert players here... gimme the low-down truth about managing tactics necessary to switch off any Victory -*-within-*- any given type of games, to keep on playing until i set fit or not.

- Zyxpsilon.
3,521 views 4 replies
Reply #1 Top
The way that I have heard to stop an influence and diplomatic victories is to declare war on someone. I usually turn influence victory off because it tends to end a game while I am really enjoying it.

Scincerly,

Scintor
Reply #2 Top
I suppose the easy, built in answer would be "just don't win".

What I would propose is this, play the game in sandbox mode, turn off everything but military victory, and you should be good to go. Since you aren't playing to win it doesn't matter if you decide to quit once you get tired of it, and the only way that the game can end is if you kill everyone (at which point further play is pointless).
Reply #3 Top
Hold it... isn't Military Victory always on by default?
Presuming the toggle from the start is one thing, having a proper or efficient way to sort of run around these issues another.

Again, it's a rather strange thing to delay the inevitable win (cuz, in fact scoring better or worst doesn't really matter at that point, to me.) but the pleasure of preventing the AI (even if there's only one remaining) from gaining a victory status (somehow) outweighs all the trouble one may have in trying to reach Techno-Victory WITHOUT being interrupted because they didn't monitor the key percentages at the right time or if ever.

Like, having built the Galactic Monument and suddendly realizing Influence took a huge step above the 75% ratio; and then having 10 turns (which is plenty enough, btw) to decide what to do to reduce or simply negate this effect. That's what i meant by delaying any of the winning condition(s).
Reply #4 Top
Supplemental --

Which is possibly why i would recommend variable settings to any of the Victory ratios.

Say, Influence defined at 95% or 60% from the setup process or enforcing Diplomacy Alliances with between 5&8 out of 8 races.
Consider this too; a mixbag of maximal targets available when conditions start to behave like a roller-coaster - win or lose, the results are always the same. When in fact, a silly AI can stop the fun via surrendering or back stabbing everyone else by declaring war to a key player or ally. Thus, your destiny is sealed.
Having built a war machine - parked forever. Since 76% got you by the balls just twenty turns or so before you could send a transport to enemy X's homeworld cuz it would have been fun.
All i need is set of sliders to define (with precision) what causes and when a specific condition occurs.
Does that make sense to any of you...