Thinking victories are going to be adjusted in Gathering Storm (and just getting to the end of my current R&F game), it came to my mind Scientific Victory is one of the most difficult ones to counter -- For domination, you fight back with your units, and can take back the capitols required for winning. Regarding cultural, increasing your culture production, increases the treshold of tourism that is required for the win. For faith it is the same as domination: you can fight back with your religious units. I suppose for diplomatic you will be able to use your own retrieved favor to win any of the resolution the player campaining for leader of the world needs to get. But what about science? For sure you can (try) blocking progress, deactivating spaceports (and, if they have the time, industrial zones too) with your spies or your army. However, the fact is you only "block"/stop, but are not able to push back the progress made towards science victory. Once a player starts building space projects, it is like a timer on you with five (four normally if you realice when you get the message they have already a satellite) steps, that you can delay, but not take back. This is just speculation and wishful thinking, but I would be happy if they adressed this when reworking the space victory. The idea I have in mind would be to add a bit more drama to the space race, specially to the colony in Mars --> The main point should not be just to build the colony, but to ensure it thrives. To do so, you should be able to bring the three parts up, but also to keep them runing for an specific time. And this (and here comes the twist), against the fact they are in a hostile environment. You could implement it in a way all parts of the colony require the others to "survive" in Mars (or, if it fits more, make it a circular need. E.g: habitation (people) needs hydrophonics (food) to be able to stay long periods in Mars, hydrophonics (plants) needs the reactor (energy) to keep an environment in which they can survive, and the reactor (machinery) needs tehnicians (from the habitation) for maintenance). The main point is each of the modules will have a lifespan, that would be greatly reduced if missing any other of the modules. (I.e. each module could have a 50-turn life, but if missing the "support" module, it could be losing 2-or-3 turns per turn, instead of 1). Considering this, your objective would be to get all three modules running together at least for 10 turns, which would introduce a planning challenge. It would be not just "I put up my reactor up in mars on turn 250, and now in turn 320 I send the habitation and I win", but ¿when I should be builiding all the parts so they degrade the least posible? ¿should I use more tan one city?. Losing a launch to an spy (or bomber, or tank) would be more critical, and be maybe shorter, "maintenance" launch projects could be added so you could gain some extra turns of your components in mars in case someone ruined your initial Schedule. (And of course, if a module reached the point it was fully degraded, you would receive its launch project again). Future era techs could be aded to enhance module durability, or even re-launch "new-tech" modules that could be permanenty stationed in mars without degradation, or even reduce the number of time "running" in Mars to get the victory. The key point is none of your launchs to mars (except perhaps the ones from last future era techs) is a sure step towards victory, but you need to keep maintaining them until you reach it, against the risk of losing the work done and having to re-start again. I think this would spice up quite a bit the science victory (or fighting against it). ¿What's your view?