7OTM15 (21 Jan 2025) - Completion of Modern Age (end of game) Spoiler Thread

Eyswein

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At the top of your post please post the following:
- Victory Condition Achieved (Note: Culture was goal for 7OTM15)
- Final Total Turns



A few questions to consider:
- What did you spend your advanced start points on?
- Photo of setup of first turn cities and towns?

- How did the new patch impact your game?

- 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?
 
55 turns

Startup points were spent on 1 city, 4 towns, 4 wildcard attributes, a free civic (Natural History), and a ranged army.
Initial attributes were 4x culture, 2x diplo, 3x econ, 1x science, and 4x expansionist.

Built four more towns after setup, claiming all the nearby natural wonders plus a couple Golds.

I bought all my Explorers with cash, starting with one on the first turn. Even with more time to work with, the Modern economy seems to support buying these, rather than hammering them out.

Bought one Unique Quarter (in a town, naturally). Not sure this was even worth it vs. pouring all money into Explorers, but I wanted to do it for the sake of doing it, and it did give a nice chunk of culture. The Mexican great people this unlocks are not that hot, unfortunately.

I got a bit lucky and was able to trigger the victory condition without needing Hegemony. I got two artifacts from overbuilding, and I stumbled into the 15th and final one in the fog of war near Himiko. Didn't know it was there; was just walking through to prepare to research on her University and gambling on maybe finding something useful on the way.

Suze'd a cultural, two economic, and one scientific IP (in that order). I also had three militaristic to work with, but I got a bit greedy and popped one early to accelerate Oxford, rather than saving for the endgame shortening. Probably was wrong?

I think this probably would have played differently (and a bit better) at Deity difficulty. In my limited experience with advanced starts, the Deity AI seem to be really aggressive with Explorer digging, making the Hegemony push very necessary. These Sovereign guys were a lot less competitive, leaving me plenty of time to hoover up Exploration artifacts outside of my territory.

I did enjoy all the natural wonders around. Made for some very juicy yields on the Resort Towns.
 

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54 turns

EDIT: I have done an edit for typos, clarity and additional info.

First, let me say out of the bat that although I was 1 turn faster than @Manpanzee , that was solely because I got 4!!!!!! military IPs in my map. He played a much better game.

I first did a training game in a different map, and my take away was that all the things that we know about the culture victory still apply. I also learned a little about the first turn choices and allocation of points.

My conclusion on those first turn choices was that getting the max on attributes (4) was essential, and that the free civics were very very powerful. After that, towns and after that, cities, with money dead last. The armies are situational in my opinion, for a culture victory I felt I wanted to run a peaceful game, and create a ton of trade routes on t1, which would help keep it peaceful, so one army would be enough.

So in t1, I spent the points on 1 city, 3 towns, 4 wildcard attributes, and all three free civics, the first row of the culture tree. The reason I spent points on a second city, apart from the obvious, was to have more shots on goal on the overbuilding. Useless, as I got zero artifacts from overbuilding. That is very rare as in ALL the games I have played since the release of civ 7, including the training games I did for this GoTM, I got 1 or 2 artifacts.

Attributes were 4x culture, 2x diplo, 4x econ and 4x expansionist. I always try to get to the 30% in towns on the expansionist tree, it is incredibly powerful. As for economic, I wanted the 15% discount on buying, a no brainer when you are going to buy all explorers, and I was planning to buy 5 or 6. And as long as I was there, I put another point on econ for the gold on imported resources, as my strategy was to buy 5 merchants on t1. That meant not putting any points on science, likely a mistake. I thought I would have enough science to get to Mass Production comfortably, but the game proved me wrong.

On t1, I planted the towns and cities in the obvious spots. I then specialized everything to mining towns, with the exception of my resort town on the NW and my coastal city to the north. I chose hub town for it, as I felt I would need more influence and thought I would be settling up and down the coast and settle on DLs across the sea, so the town would quickly get to 7-8 influence per turn. Alas, that did not happen, Confucius was like 5 tiles away so I settled only one more town on that coast on the NW to the north and my one DL settlement was too far away to be connected. I got less than 250 influence from that town in the whole game, which helps, but the opportunity cost was a ton of money. That was a mistake.

As I had only 3 towns, I started building a settler on my second city and bought one in my first city. The cost of settlers is so low vs what we are used to in full games, basically because you have so few settlements compared to the 22-25 I usually start Modern with. Also, the settlement limit is so high (16 I think) that I was sorely tempted to do a settler spam and see what happened. But in the end I decided to play conservatively, so I planted only 2 resort towns in the other 2 wonders, 2 mining towns towards the East to have a museum in the continent and capture 2 golds, 1 silver and 2 marbles and 1 town in DLs, to capture 1 gold, 1 marble and have a museum in the new continent.

On t1, I also bought 4 merchants (and the settler), one on each settlement. Again, that was probably a mistake. I likely should have bought my first explorer on t1 and bought the merchants immediately after that.

On t2, when the map revealed, the game really started and allowed me to make the plan and execute it:

- I got what I thought was a poor IP deployment, as the only friendly IPs were a couple of Gold IPs and one diplo. But I got lucky and had a Narrative Event that gave me a choice of something like 600 influence or 900 science in the middle of the game, I chose influence of course. And that saved me and allowed me to suzerain 2 hostile culture IPs. I could not figure out what had triggered the narrative event, maybe I was friendly with more than 6 AIs, something like that. Anyway, if anybody knows it, please let me know.
- I planned on building a explorer on the capital, buy the first explorer when I was one turn away from finishing the explorer and finishing the build of the explorer in the next turn by dispersing a military IP. I had three military IPs in my land mass and one of them relatively close to my southern towns. In real life, I relized very quickly that was not a great idea, and bought the first explorer as soon as I could, not in t1 as I had spent the money in merchants and settler, but in t3/4, when I got the money reward for killing my first unit.
- I wanted to plant a DL settlement on the coast in front of me, and I saw a likely spot for it not very far away and close to one Gold. I knew that would not help my relationship with my neighbours, but I also knew it would take them a long time to get to hostile, so went for it.
- I saw that we had 2 additonal NWs very close by, amazing map. So planned to plant a settlement in each of them, work the NW and turn them into Resort Towns.
- Planned the Explorers, assuming I was going to get to Hegemony. I see in @Manpanzee's post that he managed to get all 15 artifacts before Hegemony (amazing!), I did not believe I was going to be able to do that. So I hoped to get 4-5 artifacts from my continent and neighbouring continents, 4-5 from NWs (AIs tend to ignore that mastery for whatever reason), 1 from an IP and the rest from reaching Hegemony and researching in a museum in all 4 continents. I also knew there is a Narrative Event that gives you an Artifact, because I read it in an old Culture victory post I wrote for GoTM11, but I could not remember for the life of me what triggered it and I did not write it down in my old post, I could kill myself:lol:. By my calculations I would need 5/6 explorers to be safe. Bought the first, dispersed a military IP to get the second, and bought the others as soon as I could.
- In the culture tree I beelined Hegemony, with the only detours of the Natural History mastery for the NWs artifacts and Democracy for the cultural (and diplo) points. I reached Hegemony on t48 and only needed to research the 4 continents to get the 4 remaining artifacts. As I am re-reading this, I realize that in most cases the detour to Democracy is likely a mistake, that is a 6-8 turns investment and there is no way the extra culture from the diplo and culture points will give you 6-8 turns worth of speed up the culture tree. Of course in this case, it would have been useless as I would not have had enough artifacts by Hegemony to finish the legathy path, but in most cases you get 1 or 2 from overbuilding and that would have been enough.
- I did not get any of the Mexican civics, same reason as above.
- On t2, I bought and sent a scout towards the West and a second scout towards the East, with the idea of uncovering the fog of war areas of the other 2 continents, specially the northern part, as I thought it was likely that there would be IPs that I had not discovered, imagine a friendly cultural or a firendly science or an additional military. My idea was to explore the Southern part using 2-3 of the units given at the start. I only found the military one and hostile science, gold and diplo (dispersed them), no friendly culture or science in the whole map.

I suzerained two hostile cultural, two friendly economic, dispersed everybody else I could reach (1 science, a couple diplo, a couple of gold, and 4 military). I dispersed one military to get my second explorer and dispersed the other three to accelerate a Worlds Fair that was built in 6 turns, thanks to the three military IPs, the 10% on wonder attribute, the 10% on wonders tradition and the 4 marbles that I had collected in my territory. I was not able to build the factory on time, as I had to spend money in units to defend against a double attack, a mistake as I believe could have ignored the attack, I am certain that if I replay the last 6-7 turns I would finish one turn earlier with the 20% from my 3 coffees plus a 4th from trade with Lisbon. As I had a lot of influence saved, I also avoided going to war with a couple of other AIs by reconciliation or just declining their tank relationship proposals.

For a more detailed guide on the Culture victory, I wrote an in-depth post on GoTM11, https://forums.civfanatics.com/thre...d-of-game-spoiler-thread.700595/post-16891640

Here is a screenshot of t53. The save game is from t53, on clic the World's Fair completes and you win on t54.

Spoiler Screenshot :
Screenshot (366).png
 

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So in t1, I spent the points on 1 city, 3 towns, 4 wildcard attributes, and all three free civics, the first row of the culture tree.
I did not realize until reading this that the Free Civic option was something you could take more than once...

- I did not get any of the Mexican civics, same reason as above.

The Mexican UQ I created gave me a bit over 40 culture per turn after modifiers. Completing a UQ also gave a narrative event with a +900 culture option. Not sure exactly what Mexico's first unique civic costs, but it at least paid back a good chunk. The bigger reason to go into this is that the mastery immediately under it unlocks Palacio de Bellas Artes (gives an artifact) plus an extra policy slot. You can also unlock Palacio the normal way, but it's maybe in a bit of an awkward spot.

Me getting two artifacts from overbuilding was a bit of a highroll, and shouldn't be something to count on. But I think you should expect to get one reliably enough. On this difficulty, with better scouting and a more gold-focused Explorer-rushing approach, I suspect that that's enough to unlock victory without Hegemony a good chunk of the time.

In that case, the ideal culture route would probably be: Natural History (free) --> Mexico first civic and mastery --> full Democracy (for +wonder hammers policy)
 
I did not realize until reading this that the Free Civic option was something you could take more than once...
Well, that explains that choice. It was driving me crazy. :crazyeye:

The Mexican UQ I created gave me a bit over 40 culture per turn after modifiers. Completing a UQ also gave a narrative event with a +900 culture option. Not sure exactly what Mexico's first unique civic costs, but it at least paid back a good chunk. The bigger reason to go into this is that the mastery immediately under it unlocks Palacio de Bellas Artes (gives an artifact) plus an extra policy slot. You can also unlock Palacio the normal way, but it's maybe in a bit of an awkward spot.

Me getting two artifacts from overbuilding was a bit of a highroll, and shouldn't be something to count on. But I think you should expect to get one reliably enough. On this difficulty, with better scouting and a more gold-focused Explorer-rushing approach, I suspect that that's enough to unlock victory without Hegemony a good chunk of the time.

In that case, the ideal culture route would probably be: Natural History (free) --> Mexico first civic and mastery --> full Democracy (for +wonder hammers policy)

It costs 2400, so yes, almost pays for itself and I agree the Bellas Artes unlock on the mastery makes it totally worth it in a strategy where you are trying to get all artifacts before Hegemony.

I had the Deity muscle memory and discarded that option, remembering how aggresive Deity AI is with Explorers. That was a mistake, even in my game I got something like 7 out of the 8 Antiquity artifacts (I was 2 turns short of the last one in the farthest northern continent), and 4 out of the 5 from NWs, and that is because I did not even try for the 5th.

But you are right, I see now that in Sovereign you can reliably count on 15 artifacts, 8 from Antiquity, 5 from the NWs, 1 from cultural IP, 1 from Bellas Artes, that's already 15 without counting the potential ones from overbuilding. And I am fairly certain there is a Narrative Event that gives 1 artifact, something about melting a relic I seem to remember, but I cannot remember what it was or what triggered it, it may be specific to another civilization or leader.

The question is of course how soon can you buy your explorers and how quickly can you get to these artifacts.

And I agree that Natural History (free) --> Mexico first civic and mastery --> full Democracy (for +wonder hammers policy) is what makes sense in the "before Hegemony" strategy. If you are going for Hegemony, then the no detours except Natural History mastery is what makes sense.
 
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