I made the mistake of thinking about this when I went to bed ...
Yes I agree total victory conditions should be tested if no minimum victory conditions are specified but I think minimum victory conditions should always be specified (as a minimum so to speak )
If no total victory conditions are specified total victory should be granted if minimum conditions are met and all enemy are destroyed - otherwise the player goes hunting around looking for what they haven't done.
Maybe the scenario editor (or somewhere) needs a few hints for the scenario designer to get a better idea on what's expected? What makes a good set of victory conditions and how orders can be written to lead the player to victory?
I'm sure some players just start the game and go blasting away at everything, but that defeats the purpose of a detailed and accurate simulation. Really the orders and the victory conditions are as important as the game structure, in fact I got thinking about having multiple scenarios with the same structure but different victory conditions and orders. It sounds promising to me, escalating from easy to hard.
don