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Six Ways to Win

The original had two endings worth the name. Scifilization has six, and every rival is chasing at least one of them.
- Conquest. Be the last civilization standing.
- Diaspora. Launching is not arriving, and arriving is not winning. Settle Alpha Centauri, then keep the colony supplied for twenty years from a city with Mission Control. Lose it and the count starts over.
- The Dome. Finish all five planetary components, anywhere in the world.
- Score. Lead the world in 2100.
- Pax Mercatoria. Own the world's economy: two and a half times the next nation's, held for seventy-five turns, with Banking, at least three rivals standing, no war of your own starting, and half the world bound to you (at Prince; the clock scales with difficulty).
- Cultural Ascendancy. Be the most admired nation, measured per head, a tenth ahead of every rival for seventy-five turns (at Prince) once somebody has Electronics. See Cultural Ascendancy.

The AI plays for these too. Each rival picks a path to victory early, revises it as the game turns, and builds and fights accordingly.
And if the signal is answered, 2100 is not the end. What follows is not written here.