An idea for an "upgrade" to the Science Victory -- I know I am in fantasy land given some of the complexity -- but would like to put out there anyway. What always bothered me about the Science victory is that you buzz thru the tech tree, Apollo Project, then boom, you can build a spaceship capable of interplanetary colonization travel. I would like to see more "steps" in this process -- and perhaps an ability to either cooperate or create a "space race" that is more measured. My thoughts: 1. Apollo Project -- must be done by your civilization only. Every civilization can build. 2. International Space Station -- must be done either by your civilization, or you buy the rights to "use" the ISS of another civilization. Every civilization can build, but you can "skip" if you are allowed rights to use. Rights are revokable on expiration unless same ideology or religion. 3. Unmanned Flight out of Solar System -- must be done by your civilization. Must have ISS (or rights to use). Every civilization can build. 4. Manned Mars Landing -- Can be a cooperative effort with another civilization that has achieved #1 as long as one of you have rights to #2. 5. Manned round trip flight to edge of Solar System -- Can be cooperative effort with another civilization that has achieved #1 as long as one of you have rights to #2. 6. Starbase -- Can be a cooperative effort with another civilization as long as you have achieved #1, have rights to #2 and have done one of 3, 4 or 5. 7. Manned trip to Alpha Centauri -- must be done by your civilization. Must have rights to #2 and have rights to #6. What 3, 4, and 5 would do is drive three items: a. Increase likelihood of success of building future space exploration items b. Increase speed of building future space exploration items c. Increase likelihood of cooperation So, you wouldn't have to do all of them, but if you do, it significantly increases ability to get #6 and #7 done successfully. From a cooperation standpoint, I would see where same ideology or same religion drives likelihood of cooperation. Five other thoughts: 1. Launch windows -- you can only launch spaceships during certain windows in time, esp for #s 3-7. 2. Actual flight duration -- ships are in space for quite some time and have to come back (except #7 where it just needs to land) 3. Ship configuration drives difficulty -- player has to balance speed, endurance, and ability to get back. Interesting strategic decisions vs. build everything to the maximum. 4. Aborted/crashed launches and return flights -- based in one part on #3, based in one part on spys, based in one part on random luck. 5. Learnings increase resilience and decrease build times. Even learnings from events like #4. This -- coupled with other late game mechanics could make the science victory much more entertaining.