Quick victories

Haggbart

King
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Sep 20, 2010
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The contact victory makes for some really fast victories if you have some luck with the progenitor ruins. I just had a victory at turn 219. Probably could have done it a good 15-20 turns faster if my capitol had better production.

It feels kinda cheap, I concur that there should be SOME element of luck, but this is just annoying. Anyone else experienced the same?
 
The affinity specific victories can be achieved just as early, especially if you are lucky with some affinity bonuses from expeditions.
 
You could probably win on turn 150 or something, I got a turn 202 domination win on my second game, though that was on a small map.
 
Quick domination victories on small maps are understandable. But lucky finds from ruins should not be that decisive. Hope they can fix that, maybe limit it to max one affinity upgrade and one progenitor find for ruins for each player.
 
The affinity specific victories can be achieved just as early, especially if you are lucky with some affinity bonuses from expeditions.

Got 2 levels out of those (but 2 impossible quest so... it balanced)

Finished the purity victory at turn 225 (right after i understood that you didnt need to create 20 new cities but just 4 filled with enough dudes...... silly me).

And i think i could easily scrap 50 turns on that tbh. I still had 2 wars, explored the tech tree quite a bit. SO yeah, victories are gonna be quiiiiiick.
 
Contact is probably the earliest possible victory, but not by much.

Since affinity is so highly tied to science, if you really pile on the science buildings and specialists you probably could reach 13 affinity in any area pretty quickly.

However, depending on map, Domination would be the fastest victory. Certainly on Duel it would be fastest, though also sort of cheesing the settings depending how you went about doing it.

Really, the bigger topic here is: expeditions and goody huts add up more than goody huts ever did in Civ V. The bonuses can be huge (an affinity level is massive, as it might unlock some items far earlier than usual) while the progenitor reward towards Contact is also huge. Not sure how they will balance all this off, if they decide to, but interesting nonetheless.
 
I had the PAC AI win on Apollo last night on turn 134 due to this. She had all of 5 cities at the time and maybe 8 affinities in Purity. This was on a regular size water map, 8 opponents.

Seriously considering turning off this victory condition in future games. It can end games very prematurely.
 
This is distressing news that you can win so fast.

And no Sand box option either. :(

JosEPh
 
This is distressing news that you can win so fast.

It's not exactly that we can win so fast as it is that the AI at higher levels can win so fast.

The AI's bonuses at higher difficulty levels might not have been factored into how the victories work out in practice. Because a lot of people on Steam forums have complained about AI winning at ridiculously early points of the game on the Soyuz and Apollo levels, usually through Contact.

I know a human player could win early via some luck with progenitor ruins in the same manner, but I doubt they could do it by turn 134 as one person on this thread witnessed. I'd be curious to know what the earliest is that someone on the higher difficulty levels pulled off a Contact victory, because I bet it still wouldn't be as fast as the AI even with a progenitor ruin reward for Contact.
 
The problem seems to be the simple fact that lucky finds can shave 100+ turns off victories, not so much that the AI can do it too.
 
It does seem to be very, very easy to get it quickly. Even without the ruins, you only need 3 or so key techs which aren't that far out of the way, its very possible to have it discovered and coded without any fuss at all and get the beacon up while it still feels very much 'mid-game'.
 
Perhaps a quick fix for the contact victory would be to either require all 3 sources of the Signal (no expeditions saving you a ton of turns), or just having the expeditions that would yield the Signal just give you progress towards one of the relevant techs? It would keep it from being too devastating.

As to how it works with affinity levels, a max might not be necessary so much as just dropping the likelihood for everyone on higher difficulties. Compare to popping an Ancient Ruin in Civ5 for a Settler (on low difficulties) or a string of free techs: same advantage, but relegated by rarity. Should also be really easy to change either via mod or patch.
 
I won a domination victory as ARC on turn 138 at Vostok difficulty on a Duel map, but didn't get any of the Steam achievements (I should have gotten Chief Extraterrestrial Officer, Pojexali, Resistance is Futile, Aim to Misbehave, and That New Planet Smell).

The achievement issue may be a Steam bug, or it may be due to the method I used to win - I staged a coup in the opponent's capital with a spy.
 
Turn 134 win seems crazy unless you were playing on quick speed (if you are on quick, this is the equivalent of turn 200 or so, so a bit more reasonable).
 
Achieved turn ~240ish Transcendence victory on Apollo standard speed. It was my first BE game and it was a total cakewalk. I think the key to faster Transcendence victories is the Nanotech slingshot with Franco-Iberia and REX/ICS with Mind Stem and Xenosanctuary for +bloom speed (I played as KP in my first win). I had about 9 cities when I finished and had both Mind Flower bloom accelerating builds in each one. Mind Flower bloomed in 6 turns. I'll give it a shot tonight, maybe sub 200 Transcendence victory is possible.
 
Ye, contact is really too fast, I play with it turned off, cause the AI on Soyuz can get it around turn 300 (epic speed) which is ridiculous. But then again in my last game one of em built the exodus gate on turn 330 (also epic speed). Thank God he didnt have anything resembling space to plonk down the settlers :)
 
arc 7 spy coup d'etat, OCC, apollo, was aiming to contact, but once i got knowledge + might running, ended up by couping all the enemies without going into war. Elodie and Hutama were toppled in the same turn.
 
Turn 134 win seems crazy unless you were playing on quick speed (if you are on quick, this is the equivalent of turn 200 or so, so a bit more reasonable).

Regular speed. But that's how contact victory rolls if things snowball on Apollo. It doesn't happen every time, but it happened this one game that was otherwise going perfectly fine.

There was nothing I could do stop it, either. PAC was halfway around the world and this was a water map to boot.
 
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