What is your fastest science victory?

DouLou

Chieftain
Joined
Jul 30, 2007
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51
And what are your tips for a really low turn finish?

Standard speed would be nice since its all I play. My best is 257 but I still have lots of room for improvements. Id be interested if anyone has any specific strategies/district/building build orders as well.
 
I suppose that map size, number of opponents, difficulty and the chosen civ also influence how fast you can win.
 
I suppose that map size, number of opponents, difficulty and the chosen civ also influence how fast you can win.

Ah yes of course. Standard speed and standard map size... as for civ, well if one prefers a certain civ for his best science victory id like to know too! I can see a higher difficulty settler grab being huge (although kinda rng)
 
Fastest was in the 1300s on Marathon.
No idea how I did it, but wiped out everyone on my continent before meeting anyone else, and got really lucky on goody huts.
(it gave me the eurekas for the ones I couldn't do)

Since I took over other capitals, I had 2 or 3 extra campus right off the bat. (only 1 extra holy district)

This was without cheating via firetuner.
I think I also had the CS that gave eurekas for hitting a new era too. (amazing how that helps)
 
My fastest Science Victory was around 219 with Rome on Deity (Standard speed, Large Map). I have a few others in the 220 range, Scythia, Germany, Sumeria. This was pre-trade route nerf however. And yes, a hall of fame with stat tracking should have been day 1...
 
My fastest Science Victory was around 219 with Rome on Deity (Standard speed, Large Map). I have a few others in the 220 range, Scythia, Germany, Sumeria. This was pre-trade route nerf however. And yes, a hall of fame with stat tracking should have been day 1...

Nice, I don't know what the trade route nerf is since I just picked up Civ 6 about a month ago. What was it?

I just managed a T235 with Rome on Immortal which Im happy with! I only built one IZ and that was in my cap, Im feeling like multiple IZ's wont be a benefit to a low turn science victory... I just dont need the production. All other cities just had two districts comm/science and then around t160 I set myself up for the endgame by buying most research labs, sticking all trade routes to rome to make it big enough to work every mine/lumbermill and running campus city projects. Projects feel amazing for grabbing the clutch scientists like Carl Sagan to shave a good 10 or so turns off a victory. I only had 9 cities so I was generating 400 science with projects running, my cap had 150 production which isn't the best but was good enough. Im thinking if I want to make this any quicker Im going to simply need more cities (and of course, micromanage far better than I am), but not sure how many more I can squeeze in before switching my domestic routes to growing my cap.
 
Classical era conquest with Rome is a breeze. You don't even need archers; legions and a siege engine (ram or tower) are good enough. If you run out of space just take the AI's cities.
 
Nice, I don't know what the trade route nerf is since I just picked up Civ 6 about a month ago. What was it?

I just managed a T235 with Rome on Immortal which Im happy with! I only built one IZ and that was in my cap, Im feeling like multiple IZ's wont be a benefit to a low turn science victory... I just dont need the production. All other cities just had two districts comm/science and then around t160 I set myself up for the endgame by buying most research labs, sticking all trade routes to rome to make it big enough to work every mine/lumbermill and running campus city projects. Projects feel amazing for grabbing the clutch scientists like Carl Sagan to shave a good 10 or so turns off a victory. I only had 9 cities so I was generating 400 science with projects running, my cap had 150 production which isn't the best but was good enough. Im thinking if I want to make this any quicker Im going to simply need more cities (and of course, micromanage far better than I am), but not sure how many more I can squeeze in before switching my domestic routes to growing my cap.

Pre spring patch trade routes stacked between Commercial Hubs and Harbors, for a total of two trade routes generated. Now, when both aforementioned districts are built in a single city, only the first one increases trade route capacity, unless you're using England and build the Royal Navy Dockyard. In other words, pre patch could grant you more trade routes on average to stack production (or whatever else you need) to bolster your victory.

Yes, projects for the Scientists is the way to go, as getting the right batch of people somewhat negate the production costs. I use Carl Sagan w/ some other modifiers as well.
 
I think I could get sub 200 on settler.... does that count?
What difficulty level are we talking?
I remember in one of the GOTM someone did it in like turn 183 on deity and said it would take longer at lower levels because the AI did not make cities fast enough for you to take them.

He had about 20 cities and said the main bottleneck is building the spaceport.
 
My fastest is 268 on deity with Spain. No I didn't spam missions or anything, I just randomed into Spain and got lucky with the timing and availability of great scientists, which IMO is probably even more important than what civ you use.
 
I dunno about fastest, but in my first game playing since the Australia patch after taking a few months off, I managed to get a science victory in 2027.

So close to winning by score...
 
Just noticed that Museum of H also gives GE an extra charge.
(pays to read the fine print. oops)

So thats why I got so much extra production towards space bits that game.
 
Fastest i managed on Deity was with Persia. Ended at turn 230ish.

But it actually was a warmonger game in which i captured maybe 15/20 cities in the first 150 turns using the insane immortals. Seriously, it is so far the best UU i have experienced in CiVI. Their defense is hard, they get the bonus +4 attack from oligarchy, they dont suffer any damage when attacking and they upgrade to musketmen.

Just have 12 of those, 2 horsemen and 2 battering rams for when you upgrade them into muskets and you will just steamroll AIs without stopping.
 
Send your warrior out about 10 turns worth of travel, from there circle it around your capital at about that distance.
Build 6 slingers, use them to scout your near surroundings and get them back home when the last is finished. Upgrade them to archers.
Research writing and commerce early and lay foundations for the 2 districts asap but dont really build them. Adjacency bonusses are not worth buying tiles.
Your warrior should have found a feasible target, send your archers there to start your conquest. Choose a target that has more cities to conquer nearby and does not have an OP unique unit like sumeria.
Build a second army of archers if there is another group of juicy targets in another direction. If not start building settlers.
While those 2 archer armies conquer a dozen cities, build a dozen or so settlers from capital and captured cities (after repairing the monument).
When you get feudalism, crunch out a bunch of 5 action workers, cut a load of forests and complete those commercial districts and campusses.
When you get the cheap unit upgrade civic after feudalism, you either upgrade some freshly built charriots to knights or your archers to xbows and you conquer some more.
This gets you between 20 and 30 cities by turn 100, mostly with monument, commercial district and campus. Add trade routes.
Use the "first envoy counts as 2" to the maximum effect to get 3 envoys and later 6 envoys with all the commercial and scientific CSes. Liberate if needed. Get the naval techs to scout the world if needed, these CSes make your victory.
Add scientific buildings to your campusses, use all the bonusses to great people from districts and science from buildings.
Cant tell you the rest, i always get bored here. You have to combine the great people correctly and get a few key ones.
 
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