Sometimes (pretty often, actually) you also get LESS for a DV than a MV. Makes sense, because players surely need it less when they can achieve a DV!
How about also giving players prestige for each objective that they fail to capture? And deducting prestige for taking objectives? Makes sense, because players surely need it less when they can capture objectives!
No offense. I am just trying to point out the absurdity of how prestige is presently calculated. Players should be rewarded for playing well and not penalised for achieving victory in fewer turns than required.
At the moment the way prestige is calculated (with additional prestige added each turn) means that you have an incentive to delay winning for as long as possible. I.e. you should leave the last objective vacant until the last turn, in order to prevent the game from ending before time is up.
There can also be an incentive to delay winning the game so that you can capture the remaining flags that aren't on objective cities.
IMHO this is completely nuts. If you win more quickly than required you should get more not less prestige. Ideally, there should also be no penalty from capturing the key objectives before capturing secondary ones.
The problems could be solved by a combination of:
a) Provide the player with an adequate bonus for achieving a decisive victory (at least equivalent to the total prestige he would have been given on a per-turn basis by playing on). The best way to calculate this bonus would be based on the number of turns remaining.
b) Enable the game to continue until time is up, or until all flags have been captured. The turns allowed if you have won a decisive victory could still be less than for a marginal one, but within these limits you should be free to capture remaining flags.