Seals Victory in Age of Wonders 3

Welcome to another entry in the Mechanical Wonders series!  These articles pluck a single game mechanic from a specific game and talk about why the mechanic is noteworthy. Maybe it does something innovative and awesome that others can learn from.  Maybe it does something cool but so subtle you never realized it. Maybe it does something so wonderfully awful that is an example of what not to do!  So read on and let us know what you think in the comments.

Those following my ramblings know that I constantly harp on the importance of good victory conditions in 4X games, and further know how quick I am to criticize games that default to the standard, boring, dull, ineffective, and ruinous standard victory conditions.  

For those scratching their heads, the “standard victory conditions” (SVCs) are typically the following: (a) exterminate all your opponents; (b) control X-percent of the map; or (c) research the ultimate technology.  Fairly often a game might also include (d) win the galactic/global council votes; (e) amass some threshold amount of “wealth”; or (f) have the highest “score” after X-number of turns. 

I feel like these tortured souls when saddled with the “standard victory conditions.”  Developers take note!

The problems caused by the SVCs are pervasive. Almost all of them play into the underlying snowball syndrome evident in 4X games, aka the rich get richer. Much of 4X games rely on building up your own empire “engine” by reinvesting your production back into the systems that further produce even more outputs. Thus, the SVCs create a positive feedback cycle, where the things you do to move towards the victory condition are simultaneously building your ability to work towards those same conditions even faster.  

For example, reaching a technological victory often requires researching countless technologies ahead of it – most of which provide bonuses on their own to your empire through boosting production or research, which lets you in turn research even more technologies.  Ugh. Conquering your opponents’ cities or planets is another egregious case, because once you roll over one enemy you are often significantly stronger than any remaining rivals, making it even easier to conquer the next.  

Pointing this out may seem like one of those “yeah, obviously!” situations. But all too often players and designs take these for granted as part of the DNA of 4X games. At the same time, they complain about a boring mid-game and mind-numbing late game.  Once you start down the snowball path, the game has lost what makes it interesting and meaningful. We go to great lengths to “add more stuff” to the game design to spice up these moments, but rarely address the core issue.

I’m building an empire so that I can build an even bigger empire!  And I’ll use that one to create an even bigger-er empire! And we shall have the bigger-est empire since the dawn of time!

As a consequence of all of the above, I am absolutely convinced that this snowball issue is tied into the SVCs and the incentive structures they create for players.  They are ultimately self-defeating. Developers need to put more design thought into creating victory conditions that aren’t tied to the snowball syndrome, and players need to get more adept at advocating for and supporting designs that break the mold.  

The good news is that there are plenty of examples where developers have broken the mold and been successful.  What unites these alternative victory conditions is this: what you do to invest in working towards the alternative goals are orthogonal (i.e. completely separate) from the things you would otherwise be doing to grow your empire.  Instead of feeding into a positive feedback cycle, they are a sink for your resources. Taking a step towards a goal means choosing to specifically not invest in your empire.  This choice, in turn, creates a tapestry of strategic decisions that can make the mid and late-game vastly more interesting.

This has been an incredibly long introduction into this week’s Mechanical Wonder – the “Seals Victory” system employed by Age of Wonders III (AoW3).  Incidentally, it is one of the features (among many others) that I think makes AoW3 one of the more clever and interesting 4X games I’ve played in a long time.

I spy with my little eye, a glowing golden seal site!

What is the seals victory system? The system essentially turns the conventional 4X game into a glorified multi-point king of the hill scenario.  When seals are used, a number of magical great seal locations are spawned on the map (usually 2-5 depending on your settings). Game setup also allows you to specify a certain number of seals points, e.g. 20,  an empire needs to accrue to be able to unlock them and harvest boundless magical energy and win the game. Each turn an army camps on a seal site they will collect one seal point. 

There are few other important nuances to this.  First, the seal locations are guarded by a strong stack of enemy units, meaning that to capture a site you invest in a sizeable military force.  Any loses you incur in capturing the site aren’t available for use in campaigning against your rivals or otherwise boosting your production through capture.  Even more, sites will periodically respawn their guardian army stacks. If you don’t leave a sizable garrison at the site, it’s easy to have your controlling force wiped out – requiring you to re-mobilize a strong army again to take it back.

The above system immediately re-orients the entire gameplay in a way that severely cuts down on the snowball syndrome. Capturing and holding seal locations is a sink for your resources.  Yes, it advances you towards winning, but the seals themselves provide no benefit or boost to your empire that would make it easier to hold them in the future.  And when the seals spawn new guardian armies, it’s a way of applying attrition to forces, sapping more of your empire resources to replenish loses. It’s edging towards being a negative feedback cycle where the harder you push to control seals, the harder it is to grow and maintain your empire.  That’s a really interesting dynamic!

More broadly, the seal system keeps the mid and late game interesting at a strategic warfare level.  No longer can you resolve yourself to mindlessly capturing your opponent’s cities, especially when they might control a seal location or two.  Going after their cities might give you a leg up in the production race, but if they pull ahead in the seal point race it can be hard to slingshot ahead.  If you leave small garrison’s on the seal sites, it might give you more forces to use on an offensive campaign, but it also increases the likeliness of taking attrition losses.  At worst, it’s a sitting duck and an easy target for your opponent.  

The battle for a great seal begins!

All in all, it creates a great layer to the decision making where it’s no longer apparent how and where you apply your forces.  It completely circumvents the end-game doldrums of mindlessly conquering or clicking ‘next turn’ because the battles to control seals are often a tight race right up until the end.  The system creates tension and, more importantly, maintains that tension all the way to the victory screen. 

My hope is that more developers look at systems like the seal system and look for ways to weave these types of systems – ones which build victory and goals in an orthogonal manner to empire-building itself – into their designs. I’d love to see a 4X game designed around such a system at its conception, instead of being added on after the fact in an expansion or update. And there is tremendous opportunity to weave the narrative and plotlines of 4X games into these systems. Ultimately, games that manage to do this would be able to stand out in the crowd and demonstrate how they are rectifying one of the core problems (i.e. snowballing) of the genre.

So what about you?  Have you played AoW3 with the seal system?  What did you think? What other games provide similar approaches to victory? Please share and we welcome the discussion!

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5 Comments

Quark02 7 years ago

For me the seals just offer an alternative to conquest. A way to finish the game earlier, avoiding the endgame drag. What is important to note about the Seals Victory is that you need to control those Seals. If they are not anywhere near your territory, you are hard pressed to get a Seals Victory. If you control half the map, chances are you have multiple Seals within your borders, making it significantly easier for you to reach that VC than anyone else. The same snowballing effect occurs as in conquest victory – the more Seals are in your territories, the more army you can push out (because you have more TERRITORY, not specifically because you have more Seals) and more Seals you can get into your domain (via conquest of other players). With one exception – you are a small player in the middle of the map and as soon as you touch a Seal you get ganged up upon from every single person around you.

As a note to those who are unfamiliar – having a Seal in your territory does not automatically make it yours, but it can deny it to other players unless they are allowed inside your domain; your domain can give significant advantages for you fighting in it, with some enchantments able to kill almost half of the defending army of a Seal before any battle takes place.

And usually as soon as a player even so much as touches a Seal, EVERYBODY rushes to Seals. So if you have access to a single one, but you know another player has access to three but has not touched them, you can bet that in nine turns those three Seals will be taken, at which point yes, you will be 9 points ahead, but your advance will decrease by 2 per turn. That is a race you are not going to win.

I rather prefer the Beacons VC. Yes, it requires a long game. Yes, it requires racial diversity. Yes, it requires armies (since lighting a beacon spawns independent armies). Progressing towards it you gives you bonuses (morale bonus instead of items of Seals or additional settlements of Conquest). But the buildup to a Beacons victory is hard pressed because it is not enough to have different races in your empire, you have to keep them happy. With city founding disabled, it can become a real challenge and often turns people to exploits (vassalize, buy, vassalize, buy). It is by far not perfect, but it is an interesting idea. I’ve had games where multiple human players race Beacon lighting with only 2 turns separating the victor and the almost victor.

Again, if you are unfamiliar with Beacons, you can build one Beacon per race in your empire once that race has been in your empire for long enough (you accumulate approval “Governance” points per race according to how populous that race is and how happy they are in your empire) and you can light it if and only if the race is happy enough. In AoW3, race happiness does not just “happen”, it depends on your actions – if you attack independent settlements of a race, that race will dislike you. If you throw money at them or help them out via quests and incorporate them into your empire in a diplomatic manner, that race will like you, etc.

Cadfan 7 years ago

The seal victory is excellent and there’s even more to say about it and about AoW3 in general.

One of the core problems with 4x is that players often snowball over time, but if the AI is balanced, it doesn’t. The player outplays his starting neighbor and doubles his empire… the far away AI players jockey back and forth but no one has an advantage and nothing really happens. Then when then player goes to fight then he has a double sized empire facing off against squabbling foes.

One way to fix this is to set it so that an AI can snowball. This is valid but it has its own issues. Players hate it when they’re doing good but not great, then realize that an AI on an undiscovered continent conquered all of its neighbors and then researched for forty turns and now it has uncountable doom stacks of end game units and an early finished science victory, or whatever.

Something in between is ideal.

Of course this problem mostly doesn’t exist in multiplayer games. Humans instinctively gang up on the leader. So a snowballing player faces an alliance of foes that might equal him.

AoW3’s victory conditions are good but the two best things about them are

They create an inherent timer that limits game length for those who want it, and
They offer a immersion compatible reason for all the AIs to gang up on the winning players that the game ends on a high note.

If you pursue a seal victory, everyone who can’t share in that victory instantly declares that you cannot be allowed to unlock the seals, and declares war. Suddenly it’s you versus the planet, like it or not. So you go for a seal victory when you’re ready to take on the planet, instead of grinding away killing off more and more isolated enemies.

It guarantees that your final war will be a climax instead of a rote exercise in executing enemies who can’t stop you.

Quark02 7 years ago

“Of course this problem mostly doesn’t exist in multiplayer games. Humans instinctively gang up on the leader. So a snowballing player faces an alliance of foes that might equal him”

This is actually one thing that AoW3 gets wrong in my opinion. At least where it comes to the alternative VC-s such as the Beacons or Seals. With Allied Victory enabled, whoever is allied to the player who achieves victory share the victory. But they cannot combine forces, i.e. one ally occupies one Seal, the other a second Seal, boom! you get 2 Seal charges per turn. It does not work like that in-game. This is one thing that Planetfall tries to remedy, allied victory can actually mean each ally brings something to the table (e.g the % of map conquered counts per alliance, not just single players, not sure about three-ways)

Rob Honaker 7 years ago

I think there might be some issues with comments and I’m working on them. Sorry guys!

Db 775 7 years ago

We just started our first seals game. When setting up the large random map w/7 total players we see where we can set the number of seal points required to win but not where we can customize the number of seal locations? Would you reply with whether number of seal locations can be higher than 8 and how to set that?

Seals Victory in Age of Wonders 3