Man, I'm sorry I didn't use flipcharts to draw graphs and statistics showing the influence of my decisions in my game. I was playing for fun, like I always to do, not to prove anything
That's fine. In fact, I would assert that's the best way to play the game.
However, it's also true that you don't prove anything when playing for fun and not to prove anything

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not to prove anything, and I never thought I would have to justify my game decisions in a forum to someone essentially accusing me of making up stories
I don't doubt that you stopped a space win, built a wonder that slowed you down, and won anyway. The problem isn't that your story is made up, but rather that your conclusions based on your experiences are not plausible. It's very unlikely that the wonder "won you the game", and lacking anything in your story to suggest it actually did...well.
Let me just say that one could also build 3 cities all game and claim that "doing so won the game". Yep, he built 3 cities. Yep, he won. Therefore, he won because he built 3 cities? Bzzzzzzzzzzzzzt, wrong! That, my friend, is not a logically valid construct. That is all I was pointing out.
I find it rather remarkable to argue for the existance of absolute truths in an open game like Civ.
99.9% is not an absolute truth. "Worst wonder" isn't either, if you change the criteria sufficiently. But, on a game-to-game basis the SE is easily the worst wonder from a "how much did this contribute to my victory" standpoint, because in the VAST majority of cases it has a negative contribution, and even under "ideal" circumstances rarely saves more than 1-2 turns.
you know how my game went much better than I do
I don't. However, I assert you don't either, and if I had a save, THEN I could know your game. That's all I ask for; one, just ONE pre-robotics save where going to robotics and building SE speeds up the victory date. It hasn't been done yet. You at one point asserted this wonder is useful 5-10% of the time, but we have 0 evidence of it ever being useful, aside from anecdotal correlation nonsense that could literally be applied to make objectively awful decisions look like "winning choices" using the exact same logical construct...but that isn't really evidence.
What I said in my previous posts were either lies or depictions of bad play.
My estimate falls under the "bad play" category, since most people would consider choices that slow down victory and lower your %chance to win as bad play. Your story certainly sounds like bad play to me...but I can't even say THAT for sure, since we don't have a save. Maybe you're right, but it's dubious since no such situation has ever actually been demonstrated.
Settings, different situations, and player styles don't matter at all, you are always right.
I don't believe I claimed I was always right, but I see you're resorting to additional logical fallacies as you run out of objective evidence. I do believe that the SE is so bad that playstyles actually don't matter. I have given the #'s as to why that is numerous times (the most common reason being that it can't possibly save more turns than the time it takes to research robotics unless you research robotics in 1 turn). The other reason is the tech bottleneck; even hammer-poor empires tend to have a research bottleneck. Because of the ability build space parts concurrently while researching and the research bottleneck, you want the last space tech faster. It's the kind of thing where you can begin the last space part after researching the final space tech, and when it finishes it will usually be the last part completed...this is not an instance where you'd even consider going to robotics.
That leaves the "do I need this to conquer the AI" part. The answer is "generally, no". There are multiple techs that give better military options than MI if you have the resources. On space techs alone you can build modern armor and nukes/subs. If you can pick up advanced flight, jet fighters + anything can also easily assault coastal and even inland cities.
So now, we need ALL of the following to be true before building SE is worthwhile:
1. We are behind in tech and need to conquer at least 1 AI city to prevent losing. (note, if we are not behind in tech, we do not need MI to do this)
2. Despite being able to conquer that AI city, we can't win outright with military
3. Despite being behind in tech, we are able to secure robotics in time to build SE
4. Despite being behind in tech and production, we can build SE and still conquer the AI city.
5. We do not have oil + aluminum together
6. We do not have uranium
7. We don't have the means to trade for military resources or conquer AI with infantry/arty/antitank/SAM
It would take the stars aligning for all those to be true. That's going to be close to 100% for not happening, but not quite 100%. Indeed; times where MI are necessary or even speed up war are relatively rare. Why? Because they're worthless by themselves as anything but stack or city defense. They can't bombard or cause collateral, so you wind up relying on artillery, planes, or nukes anyway. If you soften defenders, infantry can easily kill anything. The only reason you'd need MI is to get ambush on them to help deal with modern armor/other modern AI units attacking your stack. Otherwise infantry/arty/antitank/SAM walls everything except modern armor well (note that infantry get a gunpowder bonus vs MI, but MI don't get that, so the difference between the two is less than appears). If you have uranium, you have the best military unit in the game from space techs only and using MI over tactical nukes, even with SDI in play, is strictly inferior.
Well, sure, if i'm 40 turns short to winning, i can't keep him off long enough but otherwise it's very possible. You can also have a third ai in the same time who is near a cultural victory but can't prevent him because his legendary cities aren't costal and you have not commandos units anymore. Therefore, an "internet" engineer SE can win a game.
1. Build tac nukes and paras (paras can take empty cities after a paradrop)
2. Base them in an open borders AI next to your culture target OR base then in transports/subs
3. Tac nuke the culture city, then paradrop it and take it. If you're using subs/transports, first capture a coastal city, then move transports in + nuke/para the inland city (paras can drop from coastal cities out of transports on the same turn)
You'd have to be on something like highlands or great plains AND have a legendary city not be near another AI's city before you'd actually need troops with the commando promo.
Ok, my scenario happens 0,01% of the game, but still
I said 99.9% though

. That's good enough to make it hands-down the worst wonder. Also, "can win a game" and "actually does" are different. Remember that this thing will still shave at most a turn or two from the launch date (and maybe nothing, depending on when you get robotics from internet). For it to win the game you must have an engineer that can't be spent on a golden age AND have a margin of victory of 1-2 turns AND enough cities to build it while still building all available space parts. Pretty rare.
Somewhat ironically, the highest chance of SE being useful is probably to capture it without researching robotics.