Sid Meier's Civilization VI

Sid Meier's Civilization VI

Alternative Score Victory
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.
J-dawg 14 Dec, 2021 @ 11:11pm 
& just to check: if the next-player threshold is set to 100 x percent (i.e. the default setting), that means you need to double their score, right? Or is it supposed to be 200 x percent for double?
J-dawg 14 Dec, 2021 @ 11:08pm 
Hasn't quite worked for me.

First game victory just didn't trigger at all until I won religious (AI won alt score, nearest was 200, threshold was set to 250/+10 absolute).

Second game triggered victory the turn after I met the last player, when I had about 320/280 required score (when I got to 250, nearest was ~220, threshold was set to 250/+0 absolute).

In the first game I accidentally had Real Era Stop mod enabled, but not the second. I have quite a number of mods enabled but I can't see that any of them would impact on victory conditions, game timing etc. They're mostly civs and UI. I disabled Better Progress Screen.

I was playing custom maps for each, GS rules, zombie and apocalypse modes, standard speed etc.

Other than that it's a great mod. Really thoughtfully implemented, the setup options are a great idea and the altered score victory progress screen is well considered. I'm also loving the short race-games. Just hoping I can get it to work!
J-dawg 13 Dec, 2021 @ 1:37am 
So excited to try this out : )
Silentshadow 1 Jun, 2021 @ 9:09am 
@nicoulou Yes. It is very good! Wish it had more points for completing task in other wincons
Nizou 18 Apr, 2020 @ 5:58am 
Does this mod still works ?
Oathkeeper Oblivion 25 Jan, 2020 @ 8:15pm 
is there any way to change the scoring system itself? can I adjust the amount of points you get?
Avalen 18 Sep, 2019 @ 4:09am 
Has there been thoughts about an Era Score Victory? Just including Era Score and maybe a few extra ways to attain it
Zyxpsilon 21 Mar, 2019 @ 6:16am 
Oh.. something else.
Can't remember how or why it happened, but the Stat types listing cycle still has a strange flaw when ASV is active. Religion & Technology locations are swapped (4/5th respectively in pure Vanilla+RF+GS+ZGSR or inverted while using your mod).
This is more evident when ZGSR is active too since the only HUD feedback references are given by my top GridButton/Symbols instead of "official default" verbose within Dropdown list(s).

Sooooo.. their actual real stats values are mis-placed on the row.
Zyxpsilon 21 Mar, 2019 @ 1:02am 
Yup... as expected, three direct smallish edits to your ASV_WR.lua file allowed everything to deploy as intended; swap a declared local m_,,,:string with the proper ID#, remove a space from target string, change old spoofer/init 102 for newly valid 75 (calibrated for optimal HUD framework).

Sooooo -- adjust accordingly please. :)

Waiting for our input for another "ZGSR_WorldRankings.lua" (alternate'ive naming to *not* confuse with previous format).
See ya and thanks for that precious scoring feature re-activation.
Zyxpsilon 20 Mar, 2019 @ 11:47pm 
Here are the basic concerns...

1) ID-Tag == "a49206ac-2ad5-495a-abf4-11bf5d77a1ce"
2) SIZE_SCORE_ITEM_DETAILS:number = 75;
3) I use two spaces instead of three now into the detailstext loop to replace [NEWLINE]
4) XML has been sligthly enhanced to prepare for extra custom tooltips implementation & Overview panel(s) that should deploy like the Multi-Queue process. No formal changes yet though except for some minor LABELS to gain focus per stats types when dispatching contexts.

Not sure how our hybrid "fix" would apply -- this time!
Zyxpsilon 20 Mar, 2019 @ 11:30pm 
Well.. my very recent upload for "GSco_R_ow" didn't last long it seems. ;)

Your own WR files touch-ups should certainly break it in similar ways as what we had to cope with in the past.
Check it out (I've somewhat simplified the UI impacts in the newest XML/LUA components since i maintain the custom focus buttons into the Header only, etc) -- and let me know if you'd be willing to go through the same kind of re-coding acrobatics .. again!
Sejick  [author] 20 Mar, 2019 @ 11:20pm 
@goldensword52: Thanks a lot, I'm glad to hear you enjoy it! Those are some great ideas and I would like to add them eventually, but my next task is to get my Transposia map updated for the new Gathering Storm features.

@Zxpsilon: To get technical, there are 3 custom score categories (last time I checked, anyway) that can be updated via lua and seamlessly worked into the scoring system. I use one for the religious followers, which leaves two for other, new categories. It is possible to create more than two or to sub-categorize the current "lumped" categories like Empire, but it would take some time to rewrite the UI code.
Zyxpsilon 20 Feb, 2019 @ 3:52pm 
@goldensword52.. don't forget there are a lot of open stack(s) to add any kind of values from the ones you just suggested & maybe more.
When Sejick and I were working to combine CiVi & ASV tricky XML/LUA variations to accomodate the new "Sco_R_ow" HUD elements.. i really took a hard look at such probabilities and concluded the stuff is feasible. Trick will be to find the right context & what features would balance out simultaneously with any other Victory pacing.
Much testing to do, AFAIC.
Reggie 20 Feb, 2019 @ 12:06pm 
This is definitely my favorite mod of all time for this game, I look forward to when it is updated for Gathering Storm. I really appreciate that playing with only score victory enabled means that a balanced approach to gameplay is best, rather that just rushing toward one thing. However, there are a few changes that I think would reward even more diverse gameplay. Currently, tourism, diplomatic victory points, and the space race projects don't contribute anything to a player's score, which makes pursuing them kind of pointless when playing for score. Other modders have already made mods that can adjust the era score gained from space race projects and adjust a player's diplomatic favor based on tourism. Maybe borrowing some of that code can make it easier to add features like that to score. Thanks again for your hard work!
Sejick  [author] 19 Feb, 2019 @ 4:46pm 
Glad you like it! It will take me a bit of time to update it for GS however.
son of Auguest 15 Feb, 2019 @ 10:36am 
but it also can,t reflect importance of spaceflight and culture from number of tourist 。
can embody it
Avalen 13 Feb, 2019 @ 12:50pm 
One of my favourite mods! Would love to see it updated for the new Gathering Storm features
Zyxpsilon 7 Apr, 2018 @ 2:12pm 
And.. .. .. Sco_R_ow is live! :)
Zyxpsilon 30 Mar, 2018 @ 11:07am 
Alright.. i've managed to create a stable (optimal) LUA for my ScoRow structure. The XML won't hook to CiVI-RV though. I could share the "finalized" version with you if it would be required to adapt the next version of ASV & make all three "scoring victories" Mods compatible.
Not even sure what it takes to enforce the XML actions necessary to prevent greyTiger's stuff from resetting the containers constantly which wrecks up the Civ-Icons too. Maybe it's his v1.5.6 claiming R&F compatibility when it really isn't.
Hard to tell .. without thorough analysis. Skills you migh have but i still don't, sadly.
Lemme know, asap!
Zyxpsilon 27 Mar, 2018 @ 1:32pm 
Ooooopppppsss.. it's all my fault it seems.
"ScoRow" is so badly coded, the coordinated WorldRankings logic (when CivI-RV is activated along side yours) is beyond repairs.
Which is to say.. i'll need YOUR help to fix this messy integration.
Worth noting i'm relying on a Local copy of that beta-mod.
Please!?! Sorry.
Zyxpsilon 27 Mar, 2018 @ 12:36pm 
Soooo.. you've only just *started* implementing CivI-ReformationVictories, right?
Cuz.. i'm seeing Diplomatic alone in the LUA code & some stuff is still buggy; clicking on the Panels/Extension (+ button) borks up the entire Rankings popup while most of the usual HUD feedback details (Icons, Infos, Intro header) are empty! ;)

I've had no problems with ASV+ScoRow combo.. in fact, both of these make a perfect match for detailed hints. Although the Religion/Tech/Wonder order are misplaced on the list/row.. but i think this has to do with R&F cyclic alterations caused by the additional Era-points stat slot.

I'll need your Steam/Friendship to give you access to the ScoRow/Beta-Code, btw. I'm running a lot of ingame tests lately to make sure ASV works as intended.. sharing observations would be easier as a swift chatty session if need be. Don't be shy.. we must collaborate! :)
Zyxpsilon 26 Mar, 2018 @ 4:38pm 
Okay.. compiled the initial version of (( Sco_R_ow )) to obtain the ID tag you asked for. I still haven't done much of the LUA logic necessary but that number shouldn't change.

# 9390e2ee-087e-44b3-a6a6-fb32cd0e0697
Zyxpsilon 26 Mar, 2018 @ 1:09pm 
Hey! Thank you very much for the compatibility pass on R&F and that external Reformation/Mod. Now i can rely on a more stable framework to continue work on my own minor project. Not sure yet how i will handle the "Parser" tricks but i'm leaning towards simple ToolTips similar to what the Overall/Tab offers with each Leaders stats details.
Zyxpsilon 27 Feb, 2018 @ 1:52am 
Would you consider making your LUA file compatible with my upcoming take on some alternate ways to handle the HUD assets for leaner Score panel?
Refer to this ingame mockup...
https://s17.postimg.org/4sl4728pb/TEST4_Sco_Rows_7_Symbols.png
Contact me here or on CivFanatics for details should you be interested.. but the current XML/LUA edits are extremely simple!
Restitutor 11 Feb, 2018 @ 1:08pm 
Oh nvm I just read the description
Restitutor 11 Feb, 2018 @ 1:07pm 
Does this mod support RaF?