Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Alternative Score Victory
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
48.407 KB
21 Jan, 2018 @ 11:00pm
20 Mar, 2019 @ 10:59pm
7 Change Notes ( view )

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Alternative Score Victory

Description
No Longer Maintained
This mod has not been updated since 3/20/2019. It may or may not still function correctly. Anyone who wishes may feel free to create a fork of this mod and modify it however you like.

New Path to Victory
The Alternative Score Victory mod adds a new, customizable method of achieving a Score Victory that can be enabled or disabled in the Advanced Options menu during game creation. In addition to the standard Score Victory, the Alternative Score Victory can be achieved by completing all of the following:
  • Have the highest score above a required minimum (default 250)
  • Have the highest score by a sufficient margin (default 100% of second highest player's score)
  • Have met all other players

New Score Values
Scoring values have been adjusted for improved balance for religious and tall civs.
  • 1 Score per Religious Follower
  • 1 Score per Population
  • 1 Score per Building (0 for vanilla)
  • 1 Score per District (3 for vanilla)
  • 4 Score per Tech
  • 6 Score per Civic
  • 5 Score per Great Person
  • 15 Score per Wonder

Customizable Victory Conditions
  • Minimum Score: The minimum score required to achieve an Alternative Score Victory. 250 by default.
  • Score Margin: The score margin required for victory between first and second place players. 100 by default.
  • Absolute vs. Percentage Score Margin: The score margin can be switched between an absolute amount above the second place score (e.g. 100 Score greater) or a percentage above the second place score (e.g. 100% greater). Percentage by default.

Compatibility
  • Compatible with the vanilla game and with all DLC and expansions!
  • Does not affect scenarios.
  • May not be compatible with any UI mods that alter WorldRankings.lua.
  • Untested in multiplayer, but should theoretically work.
36 Comments
i bad at game 2 Nov, 2024 @ 5:25am 
damn this would be amazing
spiders 18 Oct, 2023 @ 8:09pm 
Good mod, chasing victory conditions in civ sucks! The currency model is annoying imho
Sejick  [author] 10 Jul, 2022 @ 5:34pm 
Hey everyone, sorry for being unresponsive. I no longer play Civ VI and I am generally inactive on Steam overall.

Anyone who wishes may feel free to create a fork from this mod and modify it however you like.
Ripz 10 Feb, 2022 @ 12:29pm 
How would I edit score from buildings and districts? I'm thinking I wanna nerf wide play even more.
Ripz 31 Jan, 2022 @ 9:19pm 
@zyx
damnn that mod was a head of its time eh? looks fun. im honestly so bored of this game without mods, i find every victory type in vanilla is just a race to build shit, and then you win. only thing with any sort of depth or interaction with other civs seems to be military, but then why tf am i playing, isnt that the whole point of these kinds of games? to have other ways to win besides just killing everything? and actually interact and react with the world and people around you?? i was initially so disappointed my first time playing winning what was essentially a building sim.
Zyxpsilon 30 Jan, 2022 @ 6:54am 
@GWG
I've also been wishing for a re-activation of both this and "Reformation Victories v1.5.2" by GreyTiger to at least expand the scope of Victory Conditions through some (new) hybrid mod that would combine their features & create new ones via DLC/Mode style tricks.
People like 'Infixo' (etc!) would likely be able to tackle such Giga-Task if interested - even through a simple/swift compatibility process alone.

Don't give up, we'll find a way.
We have to. :)

PS; Sejick and I worked (to adapt my ScoRow mod with WR) together in the past, btw
Ripz 29 Jan, 2022 @ 2:47pm 
Wish someone made a world rankings compatibility patch for this and other mods though. The victory condition still works with mods that overwrite the world ranking screen (I tested it), but obviously unless you take note of what you set the victory condition settings to, you'd have to disable those UI mods to view the alternate score info in-game.
Ripz 29 Jan, 2022 @ 2:43pm 
I originally only got this so I can continue playing after a score victory (cuz for some reason the vanilla score victory is the only one that removes that option and forces a turn limit), but man I really love this mod. Creates a real back and forth fighting over it instead of just racing iscolated to the end. Now there's much more reason to hinder enemy civs rather than just boosting your own, the score calculation is simpler and makes more sense, and as with vanilla score victory, its great having reason to play with playstyles of all victory conditions rather than just focusing on one.

I highly recommend getting the mod "Diplomatic Favor From Tourism" when playing with Culture victory off to keep some use for tourism.
J-dawg 20 Dec, 2021 @ 4:01am 
Oooohhh... I see you have made meeting all the other players a pre requisite for the alternative score victory. It's quite possible this was the reason victory didn't trigger in all of my games so far. Why did you include that condition? In my experience, for low scores this gives really odd results, because even though someone is clearly in the lead each time, they didn't get victory... or, they did eventually, but it triggered almost spontaneously at some point. Which really doesn't make it feel like the 'points race' I imagine this is supposed to create... Or did you just make this mod as a means to end snowball games early??
J-dawg 14 Dec, 2021 @ 11:13pm 
How do I check if my UI mods alter WorldRankings.lua? I use CQUI, better report screen and alternate policy screen... quick deals, and detailed map tacks. Maybe Radial Measuring Tool too.