Well... i feel flattered that you read my little idea. Though, perhaps as you said if the limitation is just to take 'ALL' of the spaces on the map. Then a good 4X should strive to do different things, yes?
Do you like diplomatic wins?
Do you like draws? (seen in chess, but not so much 4X
Do you want something different? Like maybe a co-habitation, or a peace treaty where two or more sides co-exist in relative peace?
Do we want an influence win, where our cultural heritage, or the heritage of the opponent takes the game?
Wouldn't it be cool if there were 27 different ways to win a game?
Or maybe something completely different? I was thinking what if a game didn't have to win? Maybe its played just for the interest and elegance of the play? Haha, well... maybe chess could be that way, huh? Or maybe Go, or Soduku, I don't know about a 4x just playing for the elegance of its moves, although, that could be very cool to try to do, yes?
-Teal
Someone needs to do a prototype to play and test the idea first ,) I am not convinced it would produce a game that'd sell in any kind of quantity or be fun to play for more than 1 or 2 rounds... at least when we talk about a space 4x game. There are TBS games that do things (slightly) better... XCOM for example
But yes, in the end a 4x game in space at least, is imo doing something very very wrong when it's main victory condition is "kill everything and/or ally with everyone left". These games should be more about survival and strategy having deep impact on the gameplay itself. In theory, a good space 4x game is not so much about expansion, as it is about spheres of influence and allegiances. About common goals, unique synergies between races creating opening to new victory conditions etc. About immersion and progression.
So yes, in a way there really need to be "27" victory conditions... but they should not be all obtainable, many of them should be mutually exclusive, and all of them should require either diplomacy and synergistic race interaction or military oppression and conquering of worlds and manging the resulting dissent across the space empire.
A good 4x game, gives you the choice to do things that lead to new ways to win the game. And I am not talking about bigger guns, but rather technologies that are extremely rare and difficult to obtain, say, like access to a alternate dimension that brings in new enemies and random (as in, -1- major randomly chosen) threat that gives player reason to unite races under 1 banner or try to take it solo if he so wishes.
Imo no inspiration AT ALL should be taken from GO/Chess/AnyBoardgame
Because this is where all space 4x games fail, they do not innovate the core idea. They all clone MOO and add fluff, but at the core, it's still MOO (Paint galaxy your color).. which MOO already did perfectly (more or less)
I guess... maybe.. I want a
4x RPG ? ;P