We can set options about cultural victory in game.ruleset. ('victory_min_points' and 'victory_lead_pct' )
But simply thinking, as the number of players increases, the market share of top player will decrease.
example
1st:1000/2nd:300/3rd:250/4th:200 (world's culture:1750/1st player's share:57%)
1st:1000/2nd:300/3rd:250/4th-9th:200 (world's culture:3350/1st player's share:30%)
Is it possible to regard 30% as "cultural domination" ?
So I think 1st player needs to have more than half of world' culture to win.
cultural victory option : the majority of world's culture
Re: cultural victory option : the majority of world's culture
Support. I also don't know how victory_min_points interacts with MinCulture setting in Victory effect, isn't it an overhead setting? Probably we should move the lead_pct setting also into effects, like MinCulturePct requirement with various ranges.
I have played a game in Experimental (2.6 beta2) which was won by culture earlier then my explorer landed from my first caravel to another shore, just because I have built libraries and other players haven't; that was, like, too fast. Probably you also should not be allowed to win by culture until you have met all existing civilizations, or how can you impress them otherwise? (This is doable with effects). Or there should be some combination of cultural, military and happiness relative strengthes to make cultural overcoming more sensible. I also suppose that culture mechanics might be just included into rebel costs - if they fall to negative, you just assimilate the cities even without doing anything, and if a player has negative rebel cost in his capital to any other player, he loses.
I have played a game in Experimental (2.6 beta2) which was won by culture earlier then my explorer landed from my first caravel to another shore, just because I have built libraries and other players haven't; that was, like, too fast. Probably you also should not be allowed to win by culture until you have met all existing civilizations, or how can you impress them otherwise? (This is doable with effects). Or there should be some combination of cultural, military and happiness relative strengthes to make cultural overcoming more sensible. I also suppose that culture mechanics might be just included into rebel costs - if they fall to negative, you just assimilate the cities even without doing anything, and if a player has negative rebel cost in his capital to any other player, he loses.
Re: cultural victory option : the majority of world's culture
Sounds like victory_min_points is WAY too low... and checking the experimental ruleset it really is only 1000. For comparison, variant2 uses 1000000.Ignatus wrote:I have played a game in Experimental (2.6 beta2) which was won by culture earlier then my explorer landed from my first caravel to another shore, just because I have built libraries and other players haven't; that was, like, too fast.
Re: cultural victory option : the majority of world's culture
=> hrm bug #766716cazfi wrote:Sounds like victory_min_points is WAY too low... and checking the experimental ruleset it really is only 1000. For comparison, variant2 uses 1000000.
Re: cultural victory option : the majority of world's culture
"To win cultural victory, 1st rank player needs to have more than half of total world's culture points."
Is it possible to set this condition by lua script?
Is it possible to set this condition by lua script?
Re: cultural victory option : the majority of world's culture
I think you could disable the built-in cultural victory and implement your own criteria with Lua (Player):victory() -- players' culture is available to Lua with (Player):culture(), checked on the turn_started signal. (Haven't tried it.)
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Re: cultural victory option : the majority of world's culture
Does AI strive for lots of culture, even when regular culture victory is turned off? Because otherwise, doing it via lua script could lead to inefficient AI behavior.
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Re: cultural victory option : the majority of world's culture
Good question. AI does not currently seek culture points, even if regular culture victory is enabled.
Re: cultural victory option : the majority of world's culture
Completed! my first lua scriptJTN wrote:I think you could disable the built-in cultural victory and implement your own criteria with Lua (Player):victory() -- players' culture is available to Lua with (Player):culture(), checked on the turn_started signal. (Haven't tried it.)
(Messages are added for test play.)
Code: Select all
-- Cultural Domination Victory
function cultural_victory_callback()
min_to_win = 500 -- Minimum culture points for cultural domination victory
world_culture = 0
for player in players_iterate() do
if player.is_alive then
local each_culture = player:culture()
world_culture = world_culture + each_culture
end
end
notify.event(nil, nil, E.CHAT_MSG,"world culture points : %d",world_culture)
for player in players_iterate() do
if player.is_alive then
local each_culture2 = player:culture()
if each_culture2 > world_culture * 0.5 then -- required market share
if each_culture2 > min_to_win then
local winner = player
edit.player_victory(winner)
else
notify.event(player, nil, E.CHAT_MSG,"your culture points : %d (more than 50 percent share)",each_culture2)
end
else
notify.event(player, nil, E.CHAT_MSG,"your culture points : %d (less than 50 percent share)",each_culture2)
end
end
end
end
signal.connect('turn_started', 'cultural_victory_callback')
The winner needs to survive last turn.
"turn_started" is wrong?