Fast science victories are always a fun topic, and Civ VII seems to be reaching a relatively stable state for exploring and comparing. I got a very nice game for my first full run in patch 1.2.0, and will share that to kick things off:
--Jose Rizal leading Greece -> Hawaii -> Mexico
--Deity difficulty, all standard settings
--Only used attribute mementos: Scientific + Cultural in Antiquity, Scientific + Expansionist in Exploration, Expansionist + Diplomatic in Modern
--197 turns total: 96 Antiquity, 60 Exploration, 41 Modern
It is possible to finish quite a bit faster if using some of the more OP civs (Bulgaria, Maya, Abbasid), but at this point I’m just trying to get a handle on what’s achievable while playing relatively “fair”. I think the 200-turn benchmark is a reasonable target for a lot of setups, and that a dream game avoiding the more broken civs could get down to around 190 turns, but probably not much less than that.
Golden Ages were Economic in Exploration and Scientific in Modern. Pre-patch, I thought that Scientific was basically always best in Modern, but higher city costs means that Economic may now pull ahead of it in a lot of cases. However, current allocation of Treasure Fleet resources also means that having access to the Econ golden age may not be something you can reliably count on. It wasn't an option for me in this game.
Communism was the ideology choice, and probably always should be for science victory. The raw specialist science is obviously great, specialist food is now pretty relevant, and the +hammers for projects at the end of the tree is fair compensation for skipping out on Fascism’s specialist hammers.
The double-project requirement after you’re done teching means that “chopping” type hammer effects are extremely powerful, and thus I’d rate Bulgaria and Maya significantly above everything else for fast science victory. In this game, I was fortunate to have access to five Militaristic independents, which I was able to keep around and “chop” after finishing the last tech. Saving the IP chops for the right time is now much easier to accomplish with the changes to IP and AI civ behavior in the latest patch.
I ended Antiquity with three cities, Exploration with seven cities, and Modern with seven cities again. That’s far less than half my settlements in all cases. I know there are a lot of people out there claiming that “all cities all the time” is the meta, and that anyone who knows anything knows that towns are worthless, but I didn’t buy that before the latest patch, and I don’t buy it now. Of course, I could be wrong, and that’s why we post these kind of things: to share concrete game reports and have a clear context for discussing claims.
--Jose Rizal leading Greece -> Hawaii -> Mexico
--Deity difficulty, all standard settings
--Only used attribute mementos: Scientific + Cultural in Antiquity, Scientific + Expansionist in Exploration, Expansionist + Diplomatic in Modern
--197 turns total: 96 Antiquity, 60 Exploration, 41 Modern
It is possible to finish quite a bit faster if using some of the more OP civs (Bulgaria, Maya, Abbasid), but at this point I’m just trying to get a handle on what’s achievable while playing relatively “fair”. I think the 200-turn benchmark is a reasonable target for a lot of setups, and that a dream game avoiding the more broken civs could get down to around 190 turns, but probably not much less than that.
Golden Ages were Economic in Exploration and Scientific in Modern. Pre-patch, I thought that Scientific was basically always best in Modern, but higher city costs means that Economic may now pull ahead of it in a lot of cases. However, current allocation of Treasure Fleet resources also means that having access to the Econ golden age may not be something you can reliably count on. It wasn't an option for me in this game.
Communism was the ideology choice, and probably always should be for science victory. The raw specialist science is obviously great, specialist food is now pretty relevant, and the +hammers for projects at the end of the tree is fair compensation for skipping out on Fascism’s specialist hammers.
The double-project requirement after you’re done teching means that “chopping” type hammer effects are extremely powerful, and thus I’d rate Bulgaria and Maya significantly above everything else for fast science victory. In this game, I was fortunate to have access to five Militaristic independents, which I was able to keep around and “chop” after finishing the last tech. Saving the IP chops for the right time is now much easier to accomplish with the changes to IP and AI civ behavior in the latest patch.
I ended Antiquity with three cities, Exploration with seven cities, and Modern with seven cities again. That’s far less than half my settlements in all cases. I know there are a lot of people out there claiming that “all cities all the time” is the meta, and that anyone who knows anything knows that towns are worthless, but I didn’t buy that before the latest patch, and I don’t buy it now. Of course, I could be wrong, and that’s why we post these kind of things: to share concrete game reports and have a clear context for discussing claims.