Peaceful science victory in Modern - extremely boring?!

The problem with all of these ideas is that the Science Victory is already interminably slow to achieve compared to any other Victory in the game.

Adding more steps simply makes it more so, and encourages more gamers like me to never even bother with it. Having achieved it once after staring at the screen for turn after turn waiting for the various Projects to finish, I will never do that again unless compelled at gunpoint.

Come to think of it, at gunpoint I'd probably tell them to go ahead and shoot: life's already too short to put up with that again.
 
I always play deity. I use a lot of mods but they don't change the mechanics of the game at all. I even got rid of community bugfix because I wanted my games to be the same as other people's.

Do you use friendly greeting? I almost always do.

I typically use friendly greetings unless I'm playing a City State-focused game. But even in those games (like my current one!), despite only doing neutral greetings, they still don't declare war on me.

Actually, in this current game, after about 20 or so turns, Machiavelli denounced me! And about 10 turns later he declared war. But he didn't go after me, it was only to get my city state (which he failed at :smug:).
The rest of the age went by without anyone declaring war - and this time I didn't even build the Gate of all nations early on. However, late in the age I had to build it - it was my only chance at getting a 4th wonder in order to get a legacy point on the cultural path...

@Berrern Same here. I use many mods but I never use any AI-related mod. I could share some of the things that I do every game:

- Never do friendly greeting (I always go neutral).
- Never build any wonders until and unless they are buildable in 10-12 turns. Spending 25 turns on a wonder in antiquity is just insane to me. I could create a lot of units in the mean time and go for conquest instead.
- Steal city-states using influence or wipe them out before AI gets hold on any around me. (this pisses of some leaders big time)
- Create military units to match with AI (I have a mod that shows military power of everyone, so that I know if some AI has massive army) or at least I try to have 50% of his military power to defend my territory.
- If I am declared war on, I always use stacked influence to buy warscore in the war screen so that my units always have the upper hand in combat.
- Go beyond my city limits (+2 or +3 depending on my happiness. I also have a mod that allows me to see how many settlements AI has. So I make sure I am never below them)
- Espionage to hinder hostile AI progress.

So far I could list these as my default strategy. Do you do these too?

EDIT: 50% times I play with Greece in Antiquity since my playstyle involves a lot of influence gathering.
EDIT2: I notice almost my city-states don't actually attack the enemy, they just stack up in their city center and 'wait'. Maybe it's a bug, I don't know.

Well it really depends on the type of game I'm playing. If I'm focusing on City States, then yes, I play like you, except I ignore my military to a huge extent - until someone denounces or declares on me. The exception is if I need to take out an IP early on, I build a warrior and a couple of slingers.

The only two things from your list that I always do, is waiting with Wonders until they take a reasonable time to build (10-12 turns), and spending influence to boost war support.
I typically never go above the city limits (well, maybe for ~5 turns while waiting for a civic) until late in the age, when I try to complete the military legacy path.

Having achieved it once after staring at the screen for turn after turn waiting for the various Projects to finish, I will never do that again unless compelled at gunpoint.

Come to think of it, at gunpoint I'd probably tell them to go ahead and shoot: life's already too short to put up with that again.

Haha, I wholeheartedly agree! :lol:
 
I do not have the luxury of 'not investing in units' in 99% of my games. I don't know if it's a mod or not, but even IPs go crazy strong in my games. I just rolled out a new game and I am being sieged by a non-militaristic IP. And now while I am dealing with this, my neighboring civ goes and denounces me, moving troops close to me. I guess that will mean formal war in a few turns. Just a typical civ7 run for me... Just havoc. Tell me about building wonders and not making units.

They need to nerf the IP military capabilities I guess. It's just a cultural one and it has stronger army than me overall. Izurtu could actually become a civ on its on at this rate lol

EDIT: Izurtu wiped my army and the town. xD Others are gonna fall as well soon.
 

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I do not have the luxury of 'not investing in units' in 99% of my games. I don't know if it's a mod or not, but even IPs go crazy strong in my games. I just rolled out a new game and I am being sieged by a non-militaristic IP. And now while I am dealing with this, my neighboring civ goes and denounces me, moving troops close to me. I guess that will mean formal war in a few turns. Just a typical civ7 run for me... Just havoc. Tell me about building wonders and not making units.

They need to nerf the IP military capabilities I guess. It's just a cultural one and it has stronger army than me overall. Izurtu could actually become a civ on its on at this rate lol

EDIT: Izurtu wiped my army and the town. xD Others are gonna fall as well soon.

Wow... I guess you don't want to hear it, but why can't this happen to me?! 😂 I would love a game with early proper struggles like you experience!

You wouldn't happen to still have the auto save from turn 1, by any chance? And if you do, could you upload it? I'd love to have a go at it! 🙂
 
Wow... I guess you don't want to hear it, but why can't this happen to me?! 😂 I would love a game with early proper struggles like you experience!

You wouldn't happen to still have the auto save from turn 1, by any chance? And if you do, could you upload it? I'd love to have a go at it! 🙂
I'm in @jaegermeister's boat: I haven't even tried the option of Hostile IPs in the new patch, because on normal settings I frequently get 5 - 6 Hostile IPs out of the first 6 - 8 IPs I contact. And that's on ALL map types, the only difference being (at least before the latest Patch) IPs on the coast were guaranteed to build a fleet of galleys that could reduce a coastal settlement in a few turns, complete with its defending slinger, and destroy both (that seems to have been dialed back a bit by the latest Patch, because I haven;t seen IP fleets attacking settlements since then, but I still lose an occasional galley of my own that blunders into a 2 - 3 galley Hostile IP fleet later on).

After having that happen a couple of times, I stopped building on the coast unless it was an easily defended location (like a cove that only one ship at a time could approach the settlement) or I had already managed to suze or destroy the potentially-offending IP.

I must admit, on most maps I assume I will have to build at least a minimal military force (1 - 2 slingers, 1 - 2 warriors) just to handle the usual batch of hostile IPs until I have enough Influence to start the conversion process. As posted already, I have never faced an early threat from any AI Civ, but constantly face threats from hostile IPs within the first 12 - 15 turns of the game.
 
@Boris Gudenuf Interesting! I also encounter hostile IPs early on, but I find that they usually stay within their "perimeter", say up to 4-5 tiles away from their settlement.

Of course, if you settle within the "5-tile safe zone" from their settlement, they'll get angry and come at you. Could that be the reason for their aggression towards you?
I always avoid doing that - if I have to settle that close to them (e.g. they're occupying a natural wonder), I fight and disperse them first.
 
@Boris Gudenuf Interesting! I also encounter hostile IPs early on, but I find that they usually stay within their "perimeter", say up to 4-5 tiles away from their settlement.

Of course, if you settle within the "5-tile safe zone" from their settlement, they'll get angry and come at you. Could that be the reason for their aggression towards you?
I always avoid doing that - if I have to settle that close to them (e.g. they're occupying a natural wonder), I fight and disperse them first.
Well aware that IPs also are affected by the 'settle too close' - that's not the problem: the problem appears to be that the game generates a random mix of hostile and neutral IPs spread over the entire map, so that an appreciable percentage of the time a large portion of the hostiles are generated near my starting position.

And at game start, they do stay right next to their own generated start - don't even react when a scout stumbles into an adjoining tile - but after about 10 - 15 turns, they start generating mixed groups of warriors and ranged units (and galleys if on the coast) and come looking for targets. Thats when I start getting first one, then several IP units homing in on my nearest settlement, and it doesn't matter that the settlement is well over 5 tiles away.

I have noted that when the AI (I have managed to avoid this mistake) drops a new settlement within 5 tiles of a hostile IP the response is instant and frequently overwhelming. I have seen AI Civs' settlements destroyed within a few turns by an IP horde numerous times in games, the latest just a couple of days ago when I had an army heading for a settlement that was too close to my borders but a Hostile IP got to it first! (The Hostile was still in the Fog of War that I hadn't explored yet, so this came as a complete shock to me - I was prepared for a major war against Hatshepset when I looked at the mini-map and the settlement graphic had disappeared. I have visions of the army stopping in momentary confusion and then breaking out into shouts of "The Gods have spoken! They have smited the feckless foe and foiled the Fharo's [nobody should expect antiquity troops to be able to spell] fiendish designs!" - and then marching home in pseudo-triumph)
 
I know that if I settle too close they get angry, that's totally fair. What's NOT fair is that they pop military units extremely frequently. I am not even that much afraid of my rival civs anymore, but the IPs. If two IPs come at me in parallel I just lose my towns, and that denies me from the age. They also pillage cleverly and I cannot stop an IP rush at my early towns. If things go South for once or twice with my early established towns, I don't even try anymore because I can see from the stats that other civs are way ahead of me so I surrender and go next. I don't know the algorithm behind their production mechanism but they just produce units too fast. It's not fine. They also seem to have no sane limit on range so they can walk up to my other towns, they literally just invade me lol. Super weird. I never struggled with city-states in Civ6 on this level. Whatever they did with the patch seem to have boosted the IPs in Civ7 and I don't think I like that. I'd like a nerf on this military unit spam on theirs.

@Berrern I can check, do you know the exact file path? Also, will it work on your end with all the mods I have installed?

EDIT: I just got a confirmation from the official civ discord that there is absolutely NO unit limit on the IPs, they can keep spamming until until you destroy them. Kinda stupid mechanic but yeah, at least we got an official answer.
 
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I often see any type of victory on modern kind of boring except for domination. Cultural and scientific I see as somehow boring because I eventually get sleepy and then I save the game and continue later.
 
@Berrern I can check, do you know the exact file path? Also, will it work on your end with all the mods I have installed?

Yes, the path is: C:\Users\Berrern\Documents\My Games\Sid Meier's Civilization VII\Saves\Single (of course, replace 'Berrern' with your Windows username).

As for whether it'll work or not, I've no idea. I've also got a lot of UI mods installed! But it's worth a try :goodjob:
 
As far as I can tell, Ideology is only necessary if you really need the AI to hate your guts for some reason. It virtually guarantees bad relations with an AI that picks another Ideology from yours, and is not even necessary to win a military 'victory', so why bother?
if you're not going military victory to even pick an ideology. Even for military victory it's not necessary.
Speed. One point vs two/three points. Not significant, but you do get free units. More significant, you get leader attribute points. Unless I'm wiping everyone off the planet, I want my ideology at some point.
It seems it all comes down to the AI not actually being good at playing the game. Which is a big shame, and it's incredible that after over 30 years, they still can't make a smart AI. I can recall the AI being better in previous games, so how do they manage to regress on this?!
It all boils down to the fact that the AI is bad at playing the game.
Sure, the AI is bad (for some, not everyone plays on Diety and plays it well), but the devs were really ambitious with this version. With ages, diplomacy, different civs, just to name a few, there's a lot to account for. There was zero chance that this AI was going to be great from the start, but frankly, given the circumstances, the AI is probably better than expected.

I recall an early video by PotatoMcWhiskey who got surrounded by AI the entirety of the antiquity age. He was only able to progress once exploration age began. My most recent game, I actually got a lot of resistance from Xeres. I don't know where he was pulling his units from, but they seemed never-ending. Oh, there was also another game I played where Pachacuti had astronomical stats compared to anyone else (he might have been my ally the entire game 😈). I had to actively make sure he didn't win the game first. So, the AI does have its moments, but hopefully, there will be improvements in the future (especially when it comes to victory in the modern age). It does seem like they do have plenty to work on before they get to this aspect. After all, what's the point of improving AI, changing the game, and then finding out now that the game has changed, the AI has gotten worse?
I think the reason for this is that lately I'm always building the Gate of all nations wonder, which gives +2 war support. I also chase the first bonus on the Military attribute tree, which gives a further +1 war support.
The AI doesn't prioritize it so you don't have to beeline, and I think your starting war support may discourage attacks.
I genuinely believe this is not the case. I've had way too many instances of the AI declaring war on me, doing absolutely nothing, and then offering me a settlement in a peace deal. AND then they'll do it all over again!!!! Based on this, I have zero faith that AI takes war support into consideration at all. Strangely enough, they are fully aware when you are Trung Trac. The game I played with her, the AI REFUSED to let me declare war on them.... One time, I denounced someone, so I can declare war on them without the support penalty. The leader turned instantly hostile and automatically declared war on me (I can't explain how furious this made me). Has anyone else had an experience like this? This is the only instance in any of my games where the AI acted while it was my turn.
I've been thinking about this for a few days, what is it about the way I play that doesn't get the ridiculous forward settles or attacks on me early game?
I think it's just RNG. If you have an AI or two pretty much spawn on top of you, you're gonna get forward settled. Sure, friendly greetings help, and in the same regard, any other kind of diplo spent towards the AI (endeavors, trade routes, etc.). Maybe you've just been lucky, and accidently appeased to all of the AI's agendas.
I've played quite a few games focused on IPs, where I always do neutral greetings and always accept (instead of support) any endeavour. And still I very rarely get into early wars.
Also, I almost never build military units unless I'm in a war (or planning an invasion), but I make sure I have enough gold in the bank to buy a slinger in case barbarians show up or someone declares on me. And enough gold to buy 2 units if I see I have strong neighbours.
Hmmmm, now this is interesting. I would guess that, in this case, maybe the city-states have something to do with it. From what I know about you (lol), I assume you get that first city-state pretty quickly, and it most likely is deterring AI from declaring war on you.
EDIT2: I notice almost my city-states don't actually attack the enemy, they just stack up in their city center and 'wait'. Maybe it's a bug, I don't know.
Nah, City-State AI is abysmal. I need to actively protect my city-states in times of war, or they go bye-bye.
Wow... I guess you don't want to hear it, but why can't this happen to me?! 😂 I would love a game with early proper struggles like you experience!
I second this!! 🤣

To @jaegermeister and @Boris Gudenuf, my advice to you two would be to get discipline as soon as possible and take that free army commander with some units (2 warriors and 2 slingers should suffice) and destroy the nearest hostile IP you feel is a threat, and then continue on to any other hostile IPs. Once you're done with that, I'd even consider taking out any friendly IPs in the area if you don't plan on turning them into city-states. Honestly, for one game, you should just try avoiding using diplo on IP's entirely. I suspect you might not be too experienced with the non-city-state aspects of diplomacy. A city-state strategy is strong, but the whole idea of "I can't have it, so neither can you", at the minimum, puts you on equal grounds. Those one-time bonuses from taking out the IP's can give you an early boost as well. Oh, and make sure you disperse the IP as soon as possible, before taking out the remaining units. After one IP, your commander should have a promotion, and you should be able to snowball that into more military conquests.
- Never do friendly greeting (I always go neutral).
- Never build any wonders until and unless they are buildable in 10-12 turns. Spending 25 turns on a wonder in antiquity is just insane to me. I could create a lot of units in the mean time and go for conquest instead.
- Steal city-states using influence or wipe them out before AI gets hold on any around me. (this pisses of some leaders big time)
- Create military units to match with AI (I have a mod that shows military power of everyone, so that I know if some AI has massive army) or at least I try to have 50% of his military power to defend my territory.
- If I am declared war on, I always use stacked influence to buy warscore in the war screen so that my units always have the upper hand in combat.
- Go beyond my city limits (+2 or +3 depending on my happiness. I also have a mod that allows me to see how many settlements AI has. So I make sure I am never below them)
- Espionage to hinder hostile AI progress.

So far I could list these as my default strategy. Do you do these too?
Hmmm, based on this, I would say I don't think you necessarily need to build that many units, and especially if you don't have a second army commander yet. For one army commander, I would say I have at most 8 units. After that, you should be building a second commander before getting any more units (defending settlements that's away from your army commander is an obvious exception).

By stealing, do you mean an AI is actively converting an IP and you out-diplo them? If that's the case, I feel like this is a waste of diplo. When the IP is hostile, I already question the benefit of converting it. A friendly IP will convert in 15 turns for 170 diplo. A hostile IP takes 30 turns. I'd have to more than double the diplo spent on a hostile IP, just to convert it in the same time as a friendly IP. In an age where the diplo currency is already scarce, this seems like a waste.

Spending diplo on war support isn't bad, but from my experience, in battle, there's not a very noticeable difference between +3 support and 0 support. Their stats do definitely take a hit though. The problem to me is, you can gain war support more efficiently by a military leader attribute point and/or building the gate of nations without using diplo. Instead, use your diplo on endeavors and increasing trade. Pay attention to other leaders relationships with other leaders. The player is more than capable of manipulating the AI in their favor in diplomacy. Unless you're Harriet Tubman and/or have a severe excess of diplo, I would mostly stay away from espionage.

Lastly, please don't go over the settlement limit. At most, I go +2, but that's usually after I took out another civ. Unless you got extra happiness from playing someone like Maurya India, in antiquity age, it's best to stay within the limit.

Oh, and on topic lol I've mentioned this in another thread, but the science victory is inherently boring because it's about how well your science and production are doing. So to me, the fun isn't in getting the victory, it's the planning in the beginning of the modern age and how fast you're able to reach the victory. My turn 39 science victory was definitely not boring! 😁
 
To @jaegermeister and @Boris Gudenuf, my advice to you two would be to get discipline as soon as possible and take that free army commander with some units (2 warriors and 2 slingers should suffice) and destroy the nearest hostile IP you feel is a threat, and then continue on to any other hostile IPs.
Too late. You just described my almost-universal start: get Discipline and an early Commander, put him with an army of 2 warriors and 2 slingers/ranged, and take out the nearest Hostile IP because I will NOT have enough Influence fast enough to keep the little schmuck from sending units my way if I don't.

After that, it depends on the map and situation. If the other nearby IPs are non-Hostile, I wait until I can Suze them - unless an AI Civ haas already started the process, then I send the army to cut that short. If, as happens about every other game, the majority of nearby IPs are all or mostly hostile, I have been known to take out 2 - 3 of them until I can Suze the rest. Which ones to attack and which ones to butter up depends on the situation in regard to the map: distance to the (hostile) IP, nearby AI Civs, or 'special' situations ions, like in my last game where a Neutral IP was sitting right next to Gand Canyon NW - him I made a priority to Suze so I could absorb him and suck up all the bonuses from the Canyon.

In general, though, I like having an early Commander to get any stray promotions from fighting early IPs, and an army is always handy. To quote Frederick the Great's ancestor, the Great Elector in 1667:
"Alliances, to be sure, are good, but forces of one's own are still better."
 
Too late. You just described my almost-universal start: get Discipline and an early Commander, put him with an army of 2 warriors and 2 slingers/ranged, and take out the nearest Hostile IP because I will NOT have enough Influence fast enough to keep the little schmuck from sending units my way if I don't.

After that, it depends on the map and situation. If the other nearby IPs are non-Hostile, I wait until I can Suze them - unless an AI Civ haas already started the process, then I send the army to cut that short. If, as happens about every other game, the majority of nearby IPs are all or mostly hostile, I have been known to take out 2 - 3 of them until I can Suze the rest. Which ones to attack and which ones to butter up depends on the situation in regard to the map: distance to the (hostile) IP, nearby AI Civs, or 'special' situations ions, like in my last game where a Neutral IP was sitting right next to Gand Canyon NW - him I made a priority to Suze so I could absorb him and suck up all the bonuses from the Canyon.

In general, though, I like having an early Commander to get any stray promotions from fighting early IPs, and an army is always handy. To quote Frederick the Great's ancestor, the Great Elector in 1667:
"Alliances, to be sure, are good, but forces of one's own are still better."
Hmm sounds like you got a good grasp on it. I’ll only add that try using the diplo to work on relationships with other leaders as opposed to Suzerainty. Check to see if you can influence a leader via their agenda. You taking out IPs being converted by AI is definitely the reason the AI usually hates you. I would just let them convert or take them out before they attempt to if you’re trying to stay peaceful. Also, in your example, it may have been more efficient to wipe out the neutral IP and settle the Grand Canyon yourself. Diplo is really precious in antiquity.
 
Hmm sounds like you got a good grasp on it. I’ll only add that try using the diplo to work on relationships with other leaders as opposed to Suzerainty. Check to see if you can influence a leader via their agenda. You taking out IPs being converted by AI is definitely the reason the AI usually hates you. I would just let them convert or take them out before they attempt to if you’re trying to stay peaceful. Also, in your example, it may have been more efficient to wipe out the neutral IP and settle the Grand Canyon yourself. Diplo is really precious in antiquity.
Taking out the Grand Canyon IP was not an option, unfortunately, because I already had 3 hostile IPs to deal to the north that were much nearer to me. I calculated (correctly!) that by the time I got an army down to him Xerxes on the far side of the IP would be involved. As it was, I had to compete with Xerxes to finish Suzing the IP, but a concentrated push of Diplomacy and Trade (and the fact that he had 2 other AI Civs on the far side of him - Baroque Fred and Emperor Napoleon - who were at war with him) kept him happy with me.

Diplomacy in Civ VI was such a dog's breakfast that I got into the habit of largely ignoring it. I'm just getting the hang of what can be accomplished with it in Civ VII. That latest game is a good example: by the middle of Exploration Age last night Xerxes and Ashoka were both Allies, leaving my entire southern and eastern flanks secure so that I could concentrate against Augustus to my north and northeast and the Distant Lands islands in the ocean to my west. Regardless of what happens in Exploration, I am nicely set up to cruise to an Economic, Scientific or Cultural Victory in Modern Age if I choose, or unleash a war in the Distant Lands continent with no distractions in the Homelands.
 
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