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Help with Strategy Win Conditions

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BlueRift
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TLDR version, It's a space based strategy game. Skip to "The Questions."

So I am working on a game that works like a basic strategy game. It's a space themed game so my references will fit into that context (although I'm still open to other themes at this point). Essentially, players use fleets to control and conquer systems. I have the basics of the combat down but now I'm struggling with victory conditions. My main intention with this post is to bounce ideas and see what sticks.

I would like to incorporate at least 2 basic options and a blend of the two:
(1) Conquer enough to gain victory
(2) Defend well enough to build your way to victory
(3) Do both well enough to win

There are some more aspects of the game that will be relavent to identify successful alternatives. Just "kill your opponents" wont work because combat usually results in one player taking some losses and retreating. The board scales proportionally to the number of players playing. I would like to maintain victory conditions over the range of 2 to 4 players (maybe eventually 6). Currently, players start with 2 systems and there are 3 unowned systems for each player. This may change to just 5 systems owned by each player for simplicity's sake.

One more attribute is systems have two levels. "Colonies" are the lower level that is controlled by each player. "Core Worlds" are upgraded and provide economic and defense bonuses. Players can pay currency to upgrade a colony to a core world.

****The Questions****

Here is my current thought on the subject: I can think of nothing better than a victory point system where owning colonies grants X points and owning core worlds grants Y points where Y is greater than X. Players race to achieve Z points.

A follow up for that: If I use the previous win condition, assuming each player starts with 2 core worlds and in a 2 player game there are 10 total systems, how many points should X, Y, and Z be?

One last idea: I really would like to work in a non-combat economic development alternative as well. Think merchant fleets. I will probably make a whole post about this but basically, should this grant victory points in and of itself or should it provide income used to make additional core worlds?

GamingNerd
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I liked the idea you

I liked the idea you mentioned of a victory condition based on building great defenses. So in theory someone could focus on their core worlds and colonies and not be an aggressor and still win. However, if victory points are distributed based on colonies and core worlds it sounds like the only way to win is to take more of those worlds from another player. This is where your idea of merchant ships is great, because it would allow a different way of playing (conquer other colonies/worlds or build a great merchant fleet and defend it).

If you went that route, you'd need a method to grant victory points to the merchant fleets ( perhaps base don size?) and have to decide X,Y and Z based on other variables like how hard is it to conquer colonies, how long you want the game to be and how easy/hard is it to go the merchant ship route?

Despite not actually answering your questions, I hope that was somewhat helpful :)

BlueRift
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Defensive Win

So I've been working with the stuff I posted about and I'm still struggling with the details. Specifically, what should a player have to do to win while playing defensively?

It is important to note that player controlled systems will not necessarily be close to each other so linking them is out of the question. What option is there other than spending resources to build something that is both expensive and requires more than one to win?

Linked to this, should defense be based around having success using the Merchant Fleet or other non-combat alternative? I have no idea how this will work yet so I've got a lot to do.

GamingNerd
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Defense is hard to manage for

Defense is hard to manage for a victory condition. If you have a good defense then no one's attacking you, or they're losing when they do. I think linking it to successful use of the Merchant Fleet is one way (although arguably you might be able to do this with a great offensive strategy that you only use to escort your Merchant Fleet?).

You could combine a Settler mechanic with a Civilization mechanic. If you make the victory condition points (first to 12 points, for example) then you can multiple ways to gather points. One of those ways could be by building 'Wonders' (to borrow from Civilization). If people can destroy your wonders when they attack your colony you'd need a good defense to be able to keep the points.

You'd also need a way to earn Victory Points for people who choose to play Offensively. Perhaps points for colonies conquered?

Just throwing out ideas. Hope some help :)

- andrew

MarkKreitler
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BlueRift wrote:So I've been

BlueRift wrote:
So I've been working with the stuff I posted about and I'm still struggling with the details. Specifically, what should a player have to do to win while playing defensively?

For this to work, you need a way to generate VP independent of territory controlled. For example, players can invest in technological development. Developing specific advances or reaching certain general levels of advancement can generate VP.

In this scenario, controlling territories generates resources that players consume by building. Players can build attack forces, defensive units, or invest in tech.

Many games use this type of design, so it's certainly workable. The question becomes, "How does my game set itself apart?"

BlueRift wrote:
Linked to this, should defense be based around having success using the Merchant Fleet or other non-combat alternative? I have no idea how this will work yet so I've got a lot to do.

See above. Defensive wins are most often linked to systems that generate non-combat VP. Defense allows you to protect existing VP and the resources required to generate more VP.

Cities and Knights of Catan introduced a neat way for defenders to earn further VP. Each turn, players check to see if barbarians invade the land. When that happens, players' knights participate in the struggle to repel the invaders. If the knights succeed, the player who threw the most knights into defense earns a VP. If the knights fail, players lose units that cost resources to build.

Such a system ("invading aliens") might not make sense for your game, given that players are spread so far apart. Nevertheless, it shows how a "cooperative contest" can help defensive players have a more active role in the game.

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