Ok. Is it safe to say that most people here have played the board game (also available on iPhone) SETTLERS OF CATAN? It's a game about colonizing a small hexagonal island and harvesting its resources. Sounds dull, but is actually the most amazing thing ever... It just made me think about something... I have always found early/mid game CIV to be absolutely engrossing, but I always play it as a sandbox with no concrete goal in mind. I'm content to build and grow my empire in whatever fun ways I can, but always feel rushed by the end and its need to capitalize on ONE victory condition. Catan is a great game because all the player needs is to have 10 victory points, which range from several different conditions. I have played games where player A appears to win, by having 9 visible victory points on the board, only to have player B (with only 6 visible points) totally whoop ass by unleashing strategies in his turn giving him 4 points. Civ doesn't have this, but it should. IMHO, a CIV should be considered a winner for several reasons, and these reasons could appear as possibilities as the game goes on. For instance, CIV can start with absolutely no victory condition in mind, but these victory conditions appear as the game develops (perhaps pulled from over 100 different conditions). Then, the player must accumulate victory points, allowing them to let the game tailor their victory condition. SOME IDEAS (each worth one victory point and randomly appear as conditions as the game progresses): RELIGIOUS CONQUEST: Spread your religion to all cities in Continent A. Victory Point must be regained if a single city gets re-converted LIBERATOR: Liberate 2 dead civs. Victory Point must be regained if single city gets re-taken over DEVASTATOR: Raze 10 cities. Victory Point is forever lost if one of your cities is ever razed. DIPLOMAT: Have 5 of your resolutions be passed in the WC. ONE-WORLD ORDER: Destroy all followers of (either) FREEDOM/ORDER/AUTOCRACY. WONDERFUL: Have a single city with 10 wonders. UN PEACEKEEPERS: Give at least 20 units to warring city states. Again, these are just simplistic examples, but what I think is key is that the player wont know which conditions become available until the game unfolds. Ideally, there would be above 100 different conditions, and these would be expanded every time there's a new DLC. It would help to make the game more organic and less about playing in a specific style from turn 1. Thoughts?