7OTM08 (Aug 25) - Completion of Modern Age (end of game) Spoiler Thread

Eyswein

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At the top of your post please post:
Difficulty Level & Victory Condition Achieved
(Note: Culture was goal for 7OTM07)
Recap of turns per age (turns in Antiquity, turns in Exploration, turns in Modern Age)
Score =
Total turns in All Ages (fewest is goal)

A few questions to consider
:
- What Legacy bonuses did you choose and why? What Civ did you choose & why? What other start up things did you do at the beginning of the Modern Age?
- What was your plan for achieving the Victory Condition? What are the major steps you planned to take? What events, if any, changed the plan in execution and to what new plan? Any interesting decision points?

- Early order for technology/civics? What did you later prioritize for technology/civics?
- How did the leader bonus and civ unique ability impact your plan/play, if at all?
- Did you settle more towns/cities in the Modern Age? What was your mix of towns vs cities?
- What were key production/purchase focuses?
- What government did you select? Which bonus did you chose most and why?
- Any other good info?
- How did you focus your use of influence for diplomacy?
- Any surprises/frustration/elations you ran into, how did you deal with it?

- Did you enjoy the game?
 
Deity (110 + 85 + 61) = 256 turns
Modern was very peaceful, one small war. Rushed space and finished in 61 turns.
First time doing GOTM in civ7! will take more notes next time!
Didn't expand or anything, science was everything, pretty good yields (think +2k a turn is maybe the highest I've gotten ever!)
Spoiler screenshot :

1754171957400.jpeg
 

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Deity - Meiji Japan - 219 Total Turns (94 + 72 + 53)

Mementos: Queens Jewelry + Scientific Attr Point

Grabbed (2) Science city states for 25% to projects & +5% science per city state, and (1) Military city state for Shore Battery since my space city had 4 coastal rural tiles (+20 prod).

Build Oxford University.

Spend gold on production buildings, port for resource slots, department store for resource slot, factory for resource slot, rail station for tobacco prod bonus.

Space city capped out at 202 prod -- originally Waset from Antiquity.

Communism rush to get 30% to projects.

All Cities sit on Science Research Project the entire age.

Modern age is always super boring to me since it's just a rush to the win condition; I generally stopped playing modern age, but definitely curious if anyone has a better way to rush science here.

Spoiler End Screen :
Screenshot 2025-08-03 121712.png
 
30 turns Modern
50 turns Exploration
90 turns Antiquity
170 turns total

All round numbers on the turn counts! Attached pictures are end of game (accidentally obscured my capital lol) and end of turn 1, after setting everything up.

Not too much to say about this one. I didn't have a great production capital, in part because I didn't have any Diplomatic capstone repeats. But I did get mega-lucky with five Militaristic IPs on the map, which let me chop away a ton of turns. Timing worked out pretty well, unlocking the last Communism civic (for +project hammers) the same turn I unlocked the tech for the last two projects.

Meiji appears to be the civ of choice for super-fast science victories, but it appears that a lot of that comes down to synergy with the Mayan UQ, as Meiji's UA combined with that allows converting gold into chops. Without Maya synergy, Meiji is clearly at least pretty good for science victory, but probably nowhere near OP.
 

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30 turns Modern
50 turns Exploration
90 turns Antiquity
170 turns total

All round numbers on the turn counts! Attached pictures are end of game (accidentally obscured my capital lol) and end of turn 1, after setting everything up.

Not too much to say about this one. I didn't have a great production capital, in part because I didn't have any Diplomatic capstone repeats. But I did get mega-lucky with five Militaristic IPs on the map, which let me chop away a ton of turns. Timing worked out pretty well, unlocking the last Communism civic (for +project hammers) the same turn I unlocked the tech for the last two projects.

Meiji appears to be the civ of choice for super-fast science victories, but it appears that a lot of that comes down to synergy with the Mayan UQ, as Meiji's UA combined with that allows converting gold into chops. Without Maya synergy, Meiji is clearly at least pretty good for science victory, but probably nowhere near OP.
This is super informative, thank you! One question -- why do Military IP's help?
 
Turn 50 Modern. Played this through in one sitting and didn’t note my Antiquity and Exploration turn times.

Never played Himiko before and have been doing more Military games of late so switching out for a peaceful science game was a change. That said, Egypt and Ibn really had the hard hate on for me all game!

Almost rage quit in Antiquity after losing a city to Egypt but pushed through. Certainly not a world beating game but learned a bit through the combo and can see from the tips here it’s one I’ll have to try again.

Oddly, Ibn got wiped out and I spotted a bunch of his units in the ocean well after he’d died!
 
34 turns Modern
60 turns Exploration
89 turns Antiquity
183 turns total

Finished the game, outside of the allotted time. Pretty happy with Modern, it was well set up by Exploration.

Played a pretty straghtforward game. I started with 15 settlements, got 3 cities (converted a distant lands lands settlement, the other two through the change of capitals, back to my original one). I took a diplo point and scientific point as mementos. Nothing innovative in the legacies, as much science and culture as I could after maxing diplo, I had the diplo capstone but no repeats, added one repeat from wildcard from Oxford. I had some scientific capstone repeats, and bought some more as I got science attribute points to finish with 6 repeats.

Blew through the first few techs as I had some future techs from Exploration and then teched as hard as I could. Befriended all the scientific IPs, 3 of them and also 3 cultural IPs. Oxford carefully timed to get 2 techs. Got to rocketry by t28. I only had 4 military IPs, used them all in Crewed Space Flight to get it down to 1 turn, it may have been better to use a couple of them on the previous project, as I got the Communism +30% on projects very late. I had to hard research the previous one (4 turns). My culture timing was a little off, and I only capped Communism 2 turns after I started building the first rocketry project, I could have done that better. I screwed up and came short of the money to buy the launch pad after getting to Rocketry so lost 1 turn there.

I did not plant any new cities, in spite of having 5 available in my settlement cap. That may have been a mistake. I started immediately overbuilding with science and culture, rush buying the buildings only limited by how much money I had. All in all, playing absolutely optimally I think I could have shaved maybe 2 turns max in Modern.

The problem was my poor Antiquity, Expl and Modern were fine.

GoTM08 staff thank you for this map. It was a lot of fun, Himiko may be the strongest science leader even after the nerf of the diplo repeats and this fractal map had decent landmasses and not absolutely horrible terrrain. I am truly sorry to be submitting this late, and in the next GoTM I will try to do better, but August between work and family holidays does not allow me a lot of time to play.

Spoiler Screenshots :
GoTM08 t34 Bleidraner.png
 

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Last edited:
I’m confused. It says the game ends September 1st, 2025.
Ah, in the title it says August 25th. But you are right, it says Sep 1st. Thank you!

Overbuild everything. Get Scientific City states. Prepare military to take Military IPs for production boost. Build Unique Quarter for production boost. End game.

Interesting. I barely had enough culture to get to Communism, but you managed to dip into the Meiji civic tree. How did that work for you?
 
Ah, in the title it says August 25th. But you are right, it says Sep 1st. Thank you!



Interesting. I barely had enough culture to get to Communism, but you managed to dip into the Meiji civic tree. How did that work for you?
I think the 25 stands for the year but I can see the confusion.

My culture was weak so by the time I did one Meiji civic, I already gave up hopes on going into the communist tree. After the two civics for the Unique Quarter, my Culture was worthless.
 
I think the 25 stands for the year but I can see the confusion.

My culture was weak so by the time I did one Meiji civic, I already gave up hopes on going into the communist tree. After the two civics for the Unique Quarter, my Culture was worthless.
Oh August 25 of course, now I get it, yes you are right :lol: . As for the culture, same here. In my case, the cultural IPs and choosing the Culture Celebration helped. Even with those, I was a couple of turns late.
 
184 turns total
34 turns in Modern
57 turns in Exploration
93 turns in Antiquity

Mementos:
Glass Armonica, The Rihla

Legacies
Military(3): 1 Militaristoc attribute, 2 expansioniest attributes
cultural(3): 1 diplomatic attribute.2 cultural attributes
economic(1): 1 economic attribute
scientific(3+1): Golden age universities, 1 scientific attribute, Himiko legend

Not much to say.
I moved my capital back to the original capital which had fairly good production (252 in the end).
I befriended one scientific IP to get the boost to projects. Chopped the 3 militaristic IPs.
Only got my Ideology at the second to last turn, so it did close to nothing.
 

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