) is... not really a good ending.
This reminded me of how much I like taking the diplomatic route in strategy games because I find that it often has a more interesting dynamic to it. By and large I am happy to see that most 4x games have improved in terms of offering peace-time gameplay options (dodgy Eastern Bloc shovelware notwithstanding). Most recent games offer tech, cultural, trade, and UN-style victories in addition to conquest, and some even let you turn conquest off. Paradox's games don't have any set win conditions. Civ 4 in particular lets you turn permanent peace on as a gameplay option.
However I wonder to what extreme you could push this idea of diplomatic play.
A few ideas, most of which could be handled as mods to existing games, really:
- World conquest is a loss condition. At the end of the game, at least one other 'civilization' must be present and at peace with you for the game to be considered winning. Additionally, points are subtracted for every other country you wiped out. Conquest is still permissible as long as you never completely conquer an enemy.
- As per above, but conquering more than half of the maximum civilizations in the game will invoke a loss condition.
- The one I'm most interested in is as such: There's no inherent victory condition, and the game simply ends at a certain point in time; whoever has the highest score by this point is the winner or something. I don't know. What's salient is that if ANY side has conquered more than half (A third? More? Less?) of the world by this point, everyone loses. Additionally, perhaps the AI is set up to be more militarily inclined. As such, the player would need to find peace or, barring that, go to war with the AI to stop their conquests (releasing their holdings as free states in the meantime).
Just a few ideas, I guess.