While I get that monopolies can lead to much faster wins (and some stupid ones if you are really lucky), it isn’t the monopolies themselves that are breaking the game, but the void (and some heroes to an extent). Even before monopolies, I several sub 180 wins on deity (all standard map size/standard speed) and all monopolies have really done is save me from 30 or so turns of making it in waiting for the inevitable win.
My last game is a great example of why it’s the void (and heroes) that breaks the game. On Deity/standard map/speed, I was Brazil and only built holy sites and theater squares (but always holy sites first). I had conservation on turn 120 and flight on 130 (with a 132 win thanks to some colossal heads). I didn’t even build my first campus until turn 125, only build 1 hub for a place to pop great merchants, and a late game harbor for era score.
Monopolies do allow you to spread tourism fast, but it is really only abusive when coupled with other optional game modes (ie societies to get void or heroes to get relics) and I don’t think they should totally nerf the mode because we are choosing to play with several optional modes together.
My last game is a great example of why it’s the void (and heroes) that breaks the game. On Deity/standard map/speed, I was Brazil and only built holy sites and theater squares (but always holy sites first). I had conservation on turn 120 and flight on 130 (with a 132 win thanks to some colossal heads). I didn’t even build my first campus until turn 125, only build 1 hub for a place to pop great merchants, and a late game harbor for era score.
Monopolies do allow you to spread tourism fast, but it is really only abusive when coupled with other optional game modes (ie societies to get void or heroes to get relics) and I don’t think they should totally nerf the mode because we are choosing to play with several optional modes together.