So, my small experiment with OCC played in the ”WOOCC” style (Wear´em-off-one-city-challenge) is over. Short story, victory in turn 463 (Prince, so not a big achievement).
Long story? Much learnt about play possibilities, victory conditions and the final turns; and much learnt about what not to do again: never again standard map with continents. It takes waaaaay toooooo loooong to play WOOCC, moving the units across the vast spaces which are always spawning barb camps and moving the units over the seas… even Civfanatics are expected to have a life, and this game probably took more than 50 hours of actual play.
Now to the victory conditions:
Domination victory is achievable and actually what I thought I would get in turn 462. One just has to reduce their last cities to a rubble, best done keeping a range and a melee/cavalry unit near each city, then take them all in the same turn. It turned out that I took the largest rival capitals first… and after I took the second, I triggered cultural victory! I wasn’t even the first in culture, only a safe second, but as it turns out, I had enough accumulated tourism to double the 4th civ and everyone else. So cultural victory it was! I was flattening 7 capitals at the same time, but it turns out that taking two was enough, which could have been done 100 turns earlier or even more. I guess I could also have achieved religious victory in a similar way?
Score victory, my best guess of a victory condition when I started the game, was possible… maybe! I was only leading India by 2 points. I could probably have made extra wonders (I should, final city size was only 18), but I just did not see this one coming. If they have their wonders, their great works and their size in the capital… they can actually compete in score.
And the biggest surprise: science victory was actually achievable. The final battles were fought with tanks and mech. Inf. and I had launched moon landing around turn 440. I did run a bit short of time to actually get this by turn 500, but barely and turn 500 would have been feasible if I even suspected that it would ever be and planned early and accordingly. The secret: science pillage farming. For most of the game I was stuck below or around 50 beakers per turn, and even at the very end, with the campus project, it was below 100, but! One can pillage a lot more science than one can produce. Keeping your weaker rivals around, and maybe keeping more than one city, allows them to rebuild those campuses and those mines for your pillage harvesting, again and again (also a great source of money). Sweet 50 beakers a pop from about half game. The best part was having Sumeria very close to home planting ziggurats everywhere. And one can pillage from city states too, as long as they declare war on you, for no cost at all! If I were to play again, taking this strategy to the extreme, one could declare war, pillage as much science as there is (keep the luxes intact!) and then abandon a worker (likely a slave) near them before marching away and dealing for peace. If they capture the worker, you know who is going to go around repairing those ziggurats and mines.
But science victory will be an experiment in a different game, in a smaller and pangea world.