Here is an idea for a new type of victory condition - the dynamic score victory. It is meant as an optional variant that you can choose at game setup to replace the standard set of winning conditions.
As for the current score victory, each player would score points in a number of categories: e.g., Population, Science, Culture, Economics, Religion, Diplomacy, and so on - the exact way to do this would require careful balancing. The points in each category would then be multiplied by a multiplier that starts at 100% and a particular civilisation's score would be the total score from their best three categories. This means that you don't have to be good at everything, but you do need to concentrate your efforts in multiple areas.
At the start of each era, each civ may then choose to upvote or downvote one or more categories. So, for example, you could choose to reduce Science by two percentage points to lower its multiplier to 98% and add two points to Culture to make it 102%. Another player may decide to downvote Culture and put votes into the percentage modifier for Diplomacy. As a comeback mechanic and to prevent runaway leaders, one option could be to give civs more or fewer votes depending on their current position in the score ranking table.
The winner would then be the civ with the highest total score at turn 500, or the game could end early when a civ achieves 150% of the score of their nearest rival.
The idea is to make the game a bit more dynamic, particularly in the late game. Currently, once you have picked your strategy and have decided to go for a scientific or cultural victory, you are pretty much forced to go down a very similar path every time. With an ever-changing weighted score, you may have to change your plans throughout the game, e.g., you may have invested a lot in Culture but find that its modifier has suddenly been reduced to 50%. You would also need to keep an eye on all the other civilisations and what kind of areas they might be investing in.
Anyway, just a suggestion.
As for the current score victory, each player would score points in a number of categories: e.g., Population, Science, Culture, Economics, Religion, Diplomacy, and so on - the exact way to do this would require careful balancing. The points in each category would then be multiplied by a multiplier that starts at 100% and a particular civilisation's score would be the total score from their best three categories. This means that you don't have to be good at everything, but you do need to concentrate your efforts in multiple areas.
At the start of each era, each civ may then choose to upvote or downvote one or more categories. So, for example, you could choose to reduce Science by two percentage points to lower its multiplier to 98% and add two points to Culture to make it 102%. Another player may decide to downvote Culture and put votes into the percentage modifier for Diplomacy. As a comeback mechanic and to prevent runaway leaders, one option could be to give civs more or fewer votes depending on their current position in the score ranking table.
The winner would then be the civ with the highest total score at turn 500, or the game could end early when a civ achieves 150% of the score of their nearest rival.
The idea is to make the game a bit more dynamic, particularly in the late game. Currently, once you have picked your strategy and have decided to go for a scientific or cultural victory, you are pretty much forced to go down a very similar path every time. With an ever-changing weighted score, you may have to change your plans throughout the game, e.g., you may have invested a lot in Culture but find that its modifier has suddenly been reduced to 50%. You would also need to keep an eye on all the other civilisations and what kind of areas they might be investing in.
Anyway, just a suggestion.