2 KiB
2 KiB
| 1 | # Batch 12 — Per-victory-condition defeat music pool. |
|---|---|
| 2 | # |
| 3 | # Mirror of victory_pool: when an AI wins by a particular victory type, |
| 4 | # the human player hears a defeat track keyed to *how* they lost. Falls |
| 5 | # back to the generic `defeat` track for unmapped types or eliminations |
| 6 | # that don't carry a victory_type (last-unit-destroyed without a winner). |
| 7 | # |
| 8 | # Track choices (Junkala, all CC0): |
| 9 | # defeated by domination → Exploration2 (Military Base — conquered, occupied) |
| 10 | # defeated by culture → Calm3 (peaceful but lost — others outshone you) |
| 11 | # defeated by science → Exploration5 (sneaking — left behind) |
| 12 | # defeated by economic → Calm4 (sand castles — transient ambition) |
| 13 | # defeated by score → reuse existing `defeat` track (Calm6 - Innocence) |
| 14 | # |
| 15 | # Note: defeat_domination originally used Action1 ('Encounter With The |
| 16 | # Witches'), but that track is also victory_domination_b — same cue |
| 17 | # played for both winning and losing the same victory type. Swapped to |
| 18 | # Exploration2 to break the collision. |