Science Victory End Game Question

jsurpless

Warlord
Joined
Jul 5, 2006
Messages
254
Looking for opinions - playing Cree heading to a King science victory (generating ~700/turn circa 1500AD, 17 techs left to be able to launch Mars rocket) - I have about 10 cities

Right now, it's going to take another 170 turns or so, where I'm not doing much beyond building misc stuff in lots of cities. AI is way behind me

Would you finish the game? Should I be doing something different?
 
I see that you have 10 cities. What population? Do you have 10 libs, univs and labs and all the wonders? I am curious how you got to700 sci/turn in 1500ad.
 
I see that you have 10 cities. What population? Do you have 10 libs, univs and labs and all the wonders? I am curious how you got to700 sci/turn in 1500ad.

Hi, here are what the cities look like - every city has Lib/Uni/School - have all wonders that I think apply to SV (and then some to boost Era score)
Untitled.png
 
it's going to take another 170 turns or so,
170 turns, no no no.
You have done well powering through the science.
You can use Reyna to buy a spaceport if you have the gold.... you should have been saving some.
Have you got the royal society as your tier 3 government building. Each worker charge will complete 3-4% of the project... 1 worker per turn.
Magnus to chop the last project, Pingala for the others.
 
Building the spaceport isn't the issue or even the projects themselves - it's just researching the tech which will take many more turns (have 17 left, currently at ~10 turns each)
 
Building the spaceport isn't the issue or even the projects themselves - it's just researching the tech which will take many more turns (have 17 left, currently at ~10 turns each)
You cannot be at 700 science per turn then I did not think 10 cities would be enough.
I would try again and go for 15... or if you are close get globalisation, you can speed this up by doing the moon landing which gives a big culture boost.
 
What are your speed settings - Marathon?? Huge map? Ally all the scientific city states by killing rival envoys if necessary, run science projects to speed up research a bit, buy science buildings if there are any left, build/chop Amundsen-Scott research station if you can, put in science specialists, put Pingala in the highest science yield city, see if you can get eurekas by spying/great scientists if any are necessary, try to get relevant great people, send trade routes to highest science destinations, that sort of thing.
 
Ha! Why wait for science! Just declare war on your opponents and conquer them.

Whoops! Sorry PC police.
 
Ha! Why wait for science! Just declare war on your opponents and conquer them.

Whoops! Sorry PC police.
Or:
Declare war on them and pillage all their science and culture districts and tile improvements to speed up your tech progression. Being a nice guy is overrated in this game anyway.
 
All my SVs post R&F have been with only one Spaceport, centrally located and surrounded by IndDis less than 7 tiles away and with Magnus' top promotion and him governing the SP city. If you can add one or more of the SV GPs to that SP, then you can fly over each launch at less than 9 turns per component.
 
Would you finish the game?

No, I would not.

But I know that I find this science victory end-game more boring than most... I think I know that.

I think I've gone all the way to a science victory maybe three or four times; the times I've been headed for one are dozens.

It's just the most boring end-game of all the victory conditions.
 
I find the difficulty of winning a science victory is that I always win a culture victory first without even intending to (yes I know I could turn it off).
 
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