Civilization V has five different paths to victory.
You achieve the domination victory if you are the last player in possession of your original capital city. It does not matter who controls the other capital cities: you can, for example, let another player take all the other capital cities but yours and then take his capital, at which point you win immediately. Also, if two other players capture each other's original capital, you will win the game even if you weren't at war with any of them.
Notice that the original capital city of a civilization can never be completely destroyed, it can only be captured. If your capital is captured, another one of your cities will be assigned as the current capital. The current capital can, however, be destroyed and does not count in the domination victory.
To achieve a science victory, you must build and launch a space ship. To do this you must reach far enough in the research tree to be able to build the components. You also need to complete the Apollo Program project in order to build the components. Once you have all the various pieces of the rocket (or as they become available) you can assemble them at your capital. The space ship will automatically launch once assembled.
- Main article: Cultural victory
Cultural victory is achieved by filling out five complete branches of social policies and building the Utopia Project. Each branch has 5 policies, so in order to win you have to acquire at least 25 social policies in 5 policy trees, for a total of 30.
Social policies are acquired with culture points, with each one costing more than the previous one. Also, founded and annexed cities increase the amount of culture needed depending on map size, which makes this path very hard for large empires. To work around this issue you can limit the foundation of new cities and, when capturing other players' cities, making them puppet cities instead of annexing them.
Diplomatic victory is achieved by winning a vote in the United Nations. To win you must have the majority vote, and in order to gather more votes, players can become allies with city-states, or return captured cities to destroyed AI players.
The player who constructs the United Nations first has two votes instead of the usual one, giving them an extra edge when voting. Every civilization leader will vote for another civilization that liberated his capital (in which case this leader will get the vote). City-states will only vote if they are allied with a civilization or a civilization liberated them in the past, so a common way of winning would be allying with the required amount of city-states on the turn just before the UN vote happens.
Brave New WorldEdit
However, before the United Nations is founded, it is called World Congress. When a civ meets all the other civs and research the Printing Press, they found the World Congress. Every 30 turns, and then less as the game progresses, all the civs meet up and make resolutions. When one resolution is proposed, players must wait a number of turns for it to activated; during those turns, you can vote for it or vote against it.
All 18 Resolutions:
1. World Leader (Diplomatic Victory with 2/3 majority)
2. Elect Chairman (Who gets double vote?)
3. City State Ban (City State X cannot be a partner in international trade routes anymore)
4. Trade Embargo against Player X
5. Ban Luxury resource X (Players won't get happiness from that luxury anymore)
6. Tax on standing armies
7. Scholars Circle (Members research techs 20% faster, if another member already researched it before)
8. World Fair (Every Civ contributes to this project for a couple of turns. The 3 main contributors get a bonus)
9. World Games (see above)
10. International Space Station (see above)
11. Cultural Heritage Site (Each wonder yields +3 culture)
12. Nature Cultural Site (Each worked natural wonder yields +5 culture)
13. Nuclear Containment (No nation is allowed to build atomic bombs (existent ones stay ready for use)
14. World Religion (The civ which has the most city of this religion gets 2 additional votes and this religion speads faster and the holy city generates plus 50% tourism)
15. World Ideology (+ 2 seats in the world congress for nations with this ideology)
16. Art Funding (Great Writers, Musicians and Artists get +33 % tourism, Great scientists, engineers, and merchants get -33 % of what they do.)
17. Science funding (The opposite of Art Funding)
18. Historical monuments (Each Great Persons Monument yields +2 culture, Historical monuments yield +4 culture (if worked)
Score is based on the amount of gold in a players treasury, the number of resources they possess, the amount of land they own, how many technologies they have researched, the number of wonders in their cities, the number of cites and how many military units they control. It is possible there more factors which contribute to the score, but those are the common ones.
A Score victory is achieved by the player with the highest score by the end of the time period, usually the year 2050, but it is possible to change it to an earlier year or a predetermined number of years.