Not sure, has this discussion veered too far from the OP?
Perhaps, but that's fine.
I think it is worthwhile to abstractly consider what we want out of the victory conditions. By no means do I profess to have the only answer/opinion on this topic – I've been largely focused on the Diplomatic Victory for
years, and it is only recently that I've started thinking about the science victory. As it stands, I see it this way:
The spaceship isn't a
science victory. It is a
production victory. I've seen games where a civ can be a full era ahead of other civs in tech, yet lose the spaceship victory because their production was subpar. If that's what the spaceship victory is supposed to be then fine, let's let it be as such. It doesn't make it any less boring, as it fits into the same category as the old pre-BNW culture victory. Lots of waiting, lots of doing nothing – you don't want to conquer others, as that will raise the cost of techs. You don't want to fight too much, as losing one city (or spending money on an army) could be catastrophic. You need just enough culture to stave of influence, and tourism is barely worthwhile. Gold can be useful, but, again, it is a largely passive affair.
In short, the spaceship victory feels like a forced adherence to a victory concept from previous civ games (even the inclusion of the Apollo Program feels hollow and lacks any kind of punch. Why should every civ have to complete the Apollo Program? Is that even logical? Also, again, it is just an investment of production.)
So, the question is, how can we make a better science victory without greatly modifying the victory conditions? In my opinion, the science victory needs the following elements:
1.) Risk. Other victories (war, diplomacy) require the player to take calculated risks. Is liberating this civ/city-state worth the hatred I'll get from x civ? Can I conquer this civ without crippling my happiness? Science is incredibly insular, thus it is largely the player against their own min-max efficiency.
2.) Flexibility. The other victories require a player to adjust their strategy as the game goes along. Culture, for example, requires the player to keep an eye on the culture/influence of other civs, and respond appropriately to changes. Science, not so much. Again, the failure here is insularity. A science victory can be achieved without ever looking at the status of the other world civilizations.
3.) Danger. The player with the highest science has the best access to military units, wonders and buildings. That's the way civ has always been. There's no down side to going heavy science, as you can quickly adapt to any situation. While that's great for the science player, it means that, if you really want to be competitive at
any victory condition, you have to either go science yourself, or just destroy the science players. You can't de-science them without destroying them, and there's a really good chance they're going to gobble up wonders you might need for your own victory conditions. There's not really a middle ground. That's why I'm in favor of equalizing science via policies. Make 'science' a concern of specialization in certain areas, not a raw 'I'm ahead/behind' race. Taking the beaker-race out of the equation for all victory conditions, what do we have left for the science victory? The production of the spaceship itself, and access to the techs necessary to get these parts.
So, my solution:
1.) Different spaceship parts should require different resources. Food, production, gold, science, luxuries, strategic resources, whatever. It should
not come down to just raw production output. This requires player diversity and, in a pinch, maybe even talking with other leaders to get stuff they need. Perhaps make a world wonder or two that creates space-race resources (a la Broadway from Civ IV) - if you built it, you get to decide who does and doesn't get the resources they need.
2.) The 'start' of the space race should be global, much like the start of the diplomatic victory is global. A player can't choose to be the only one eligible for a culture victory, or a diplomacy victory - why is science special, in that one player can start the final countdown before anyone else? Let's make the Apollo Program a world wonder, and, once completed, it starts the space race. The science civ will have a jump-start, to be sure, but the other civs now have access to the same victory regardless of how far 'behind' they are in tech.
3.) The techs required to build the spaceship should require risk. Create part of the tech tree that is just dedicated to the space race. Each tech is expensive, moreso than other techs at the same place in the tree, and brings nothing else except for the ship parts / resources. This means the science player, once they reach the modern eras, must decide: do I want to grab a culture tech to block a player from getting x wonder, or is this a good time to devote 20 turns to rocket engines? Can my military handle being slightly backwards so I can make a life-support system? This is slightly gamey, sure, but it does generate a metric of challenge.
These aren't huge changes, but I think they might improve the science victory quite a bit. They aren't perfect, and are definitely up for scrutiny (looking at you, Ahriman
). Thoughts?
Edit: To be clear, I'm by no means in favor of trying to make civ 5 emulate reality. It is a giant board-game, a great and complex one at that, and as such 'fun' should always triumph 'realism.' If I want realism I'll boot up a Paradox game.
G