Just noticed the post by
@Notacop and since I just had my first ever sub-200 science victory this weekend (not counting Settler-difficulty Game of the Month 264), I thought I would mention it here too: Turn 198 Aztec on a huge inland sea.
First a little bit of context, though. A long time ago, around 2018 probably, I was inspired by T-Hawk's civilzation 5 site (I think I saw him post on this forum too, perhaps he still does) and his fast science runs. The general setup of many of his games: Huge inland sea, hot and arid climate to get lots of desert for desert folklore (either for Jesuit Education or just to buy scientists), and a big Petra capital. My favorite civ to try to reproduce his results at the time was the Shoshone, to grab all those ruins that the AI would leave (Prince difficulty, typically). I never got anywhere near his best ~T180 efforts, but produced many games in the 220 range. For this weekend's game, I did not take any notes, so I will just mention some interesting things. First, the start location:
- Aztec: my favorite civ of all time. Once you get used to Aztec growth, all other civs feel slow/small by comparison.
- This is by no means the most fantastic Petra I've ever rolled, but on Prince, it does not have to be the capital that builds it (I actually prefer an expand to build it, so you can place the city just right, and have a second power house city in addition to the capital). Anyway, with two salt visible, I will always have a good look around to see if the map looks viable.
- I hand-picked my civs, which I believe is allowed under HoF rules: mostly somewhat aggressive civs that are less likely to spam wonders or go for a pantheon quickly (you don't want your game ruined by Celts picking desert folklore on turn 5), like France and Denmark, with the addition of Netherlands for good luxury deals, and Sweden for the great person bonus if you manage a friendship (I did, in this game, despite all the early-game war declarations with other civs for gold deals).
- To grab as many ruins as possible on the huge map, T-Hawk's recommendation was to start with four scouts, and that's what I did here. Moreover, the plan is to get desert folklore from a post turn-20 faith ruin, which is risky especially when not playing Shoshone, but it worked out for this game.
- My play was fairly standard: Tradition, Patronage opener, Commerce, Rationalism, Freedom. So no 'fancy' Liberty/Piety mix for Jesuit, just bulk up and try to race down the tech tree. I went Industrialization first in order to build Big Ben and factories (coal was improved!), and then to buy most public schools right away, and later of course all labs.
- I've read enough fast science game reports to know that opening Partonage (and consequently proposing World's Fair to cover the 'lost' policy) is not optimal play, but it makes happiness much more manageable.
- As for Freedom vs. Order, I've tried Order a couple of times but found the end game much harder. For Freedom, you just need to ensure you have enough cash (which I failed to do, btw).
- In the early game, I started with 4-city tradition, I knew 4 cities would not be enough for sufficient end-game beakers (especially with the higher tech cost on huge maps), so I consdered either taking over nearby Japan, or settling more cities later. In the end I settled two more cities (one of them generated a scientist still, the other did not). The reason I paused settler building was that there are two early-game wonders I care about: Temple of Artemis (foremost), and Great Library. Great Library is of course the most contested, and it's easy to lose even on Prince (of course on a huge map there are more AI that can try it), but also ToA can go if you leave it too late. I also like Mausoleum, but I won't pause settlers for it; the other wonders I don't care about, and all the later wonders are not contested, in my experience.
- Many of my games are characterized by me building things that are not required for the victory condition. In this particular game, although I cut down on the 'fluff', I did build Angkor Wat - I wonder whether any submission on this site included that wonder

. Of course, Angkor Wat is not worth the hammer investment, although for this game there were two justifications: first of all, Aztec cities typically outpace border growth, even on tradition and with pagodas, as I had here. Second, an expand had built Petra, and I did not want to buy 10 tiles at 200 gold each (and rising, of course).
- As mentioned earlier, I did not quite have enough gold to buy all space ship parts, delaying the victory by I think two turns. With some planning and selling of building I could have cut that by at least one turn, but I don't really like to sell buildings in cities that I have spent the entire game building up.
- Although this is not my highest faith-per-turn game ever, I did just have enough to buy the 4000-cost scientist.
- The victory screen shot shows the Petra expand in all its glory, outstripping the capital both in terms of growth and production. To the east is one more 26-pop city, the one that failed to generate a scientist.