The Six Victory Types
Click through to a full guide for the five you can actively plan around. Score Victory is the fallback if the game's turn limit runs out before anyone else wins.
Science Victory
Race through the space program: launch a satellite, land on the Moon, establish a Martian colony, and finally launch an exoplanet expedition before anyone else.
Full Science Victory Guide →Culture Victory
Attract more foreign tourists to your empire than any other civilization has domestic tourists — built on Wonders, Great Works, National Parks, and late-game Rock Bands.
Full Culture Victory Guide →Domination Victory
Capture the original capital of every other civilization still in the game. The most direct win condition, and often the fastest if you commit early.
Full Domination Victory Guide →Religious Victory
Convert the majority of every civilization's population to your religion, through missionaries, apostles, and religious pressure from nearby holy cities.
Full Religious Victory Guide →Diplomatic Victory
Accumulate enough Diplomatic Victory Points through the World Congress before any rival does — a win built on favor, alliances, and Diplomatic Projects.
Full Diplomatic Victory Guide →Score Victory
If the game reaches its final turn with no other victory achieved, whoever has the highest overall score — population, tech, Wonders, and era score — wins instead.
No dedicated strategy — it's the default outcome, not a plan