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Victories
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FTL Endgame · Design document §4 — How the Victories Are Built
Unciv's victories are data (VictoryTypes.json): each is a list of milestones — Build [building], Add all [spaceship parts] in capital, Have at least [amount] [countable] and a few others — plus the spaceship parts it requires. Two space victories exist.
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Scientific Victory — the FTL ship. The intended path, built on the canonical space race so the familiar world keeps its familiar flow:
Build [Apollo Program], then add SS Booster ×3, SS Cockpit and the SS FTL Driveⁿ to the capital. The Drive replaces the canonical SS Engine and is the only new part: a Civilian on the canonical recipe (Spaceship part;Cannot be purchased;Only available <if [Apollo Program] is constructed>;Uncapturable;Can be added to [The Spaceship] in the Capital; requires Aluminum; 1,500 production), whose one further requirement is written at world creation by the World-Truth ruleset derivation (§7.0):Only available <when number of [Researched [P] Technologies] is more than [0]>, where P is the prototype of the single method this world permits (§4, The Prototype and the Hail Mary) — so no failed prototype can satisfy it, and the puzzle this section describes is settled in one native countable. 4,500 production in all — exactly base Civ V's six parts at 750, the Drive taking the Engine's and Stasis Chamber's 1,500 — so the Spaceship Factory and Hubble keep their meaning. The canonical SS Engine and SS Stasis Chamber are removed. -
Building the ship. Parts are built in any city and added to the ship in the capital, and each of the jobs of building a starship counts once, because Unciv adds every percentage bonus to a construction into one sum.
- Fabrication is canonical: a Spaceship Factory (+50%) in each city that builds parts, and Hubble (+25%) in its own.
- Lift is the capital's launch complex — the Space Port (+25%), Mass Driver (+33%) or Gravitic Platform (+50%), each replacing the last — or the Space Elevator (+50%), which retires it and suspends every complex's bonus while it is held. Assembly is the Orbital Shipyard (+25%).
- Every part must reach the capital to be launched, so lift and assembly are built only there and help every city. The capital's production is best spent on that infrastructure while other cities build the parts: a race decided by which work lies on the critical path. The infrastructure consists of ordinary buildings, destroyed if the capital falls, and — unlike the parts — it can be bought with Gold, which is how a one-city civilisation keeps pace.
- Exotic components (the Exotic Matter Lab or Forge, the Exotic Matter Foundry, the Current Chart: +15% each) speed only the FTL Drive, and propulsion only the Boosters, the ship's sub-light stages: +10% for each breakthrough tagged ⟨Propulsion⟩, up to three.
- The best city reaches +125% (+150% with the Elevator or in a gravitic world), against base Civ V's +75%. Counting the spaceship bonuses alone, it would build the whole ship there for about 1,650–1,900 production, against base Civ V's 2,570; other part-building cities reach +100%, so parallel building is faster in the same proportion.
- Announcements. Completing the prototype and the SS FTL Drive is announced to every civilisation, as base Civ V announces spaceship parts; committing to a prototype stays private.
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Generation Ship Victory — the challenge.
Build [Generation Ship]andHave at least [150] [Voyage](on Standard speed; the derivation scales the number to game speed). The Generation Ship (SE11) is a national wonder of 1,500 production that pauses its city's growth like a Settler, costs a citizen on completion, andProvides [1] [Voyage]— a stockpiled resource that counts the turns since launch, read by the milestone throughgetResourceAmount, which returns a stockpile's amount. Losing the launch city destroys the wonder and stops the clock. Unciv can offer a victory only as a checkbox that starts ticked, or hide it entirely (Will not be chosen for new games), so this one is offered and ticked — but at 150 turns from launch it wins only games that no one else is winning.
Guarantee Rule 2 holds through the FTL Drive (the viable method's build and prove rows are CORE or STANDARD, and its prototype is a Grand Endeavour), and the Generation Ship is reachable through STANDARD breakthroughs alone.
Generated from design/tech_tree.md (v3.125) — edit the document, not the wiki. Home · Breakthrough index · Changelog
Rules
- Discovery Mechanics
- Breakthrough Tiers
- Competing Solutions
- Knowledge Diffusion
- Environmental Modifiers
- Discovery States
- Grand Endeavours
- Eras
- From the start: Fire · Foraging · Stonework · Observation · Social Organization · Seafaring
- Opening in the Primitive era: Farming · Animal Husbandry · Mining · Metallurgy · Warfare · Philosophy and the Arts · Textiles & Materials · Water Management
- Opening in the Ancient era: Construction · Mathematics · Medicine · Trade · Mechanics · Chemistry · Optics
- Opening in the Classical era: Energy Systems
- Opening in the Medieval era: Electricity
- Opening in the Early Modern era: Thermodynamics · Quintessic Physics · Relativity & Cosmology
- Opening in the Modern era: Electronics · Nuclear Physics · Quantum Physics · Rocketry · Materials Science · Genetics · Aeronautics
- Opening in the Atomic era: Computing · Space Engineering
Endgame and worlds
- FTL Endgame
- FTL in Elemental Worlds
- Victories
- World Truths
- Foundational Questions
- Worked Example Worlds
- Game Balance Rules
Reference