mattador101: - Culture seems extremely difficult.
Culture victory is high-risk/high-reward. While it leaves you very vulnerable, it can win
much earlier than other victory conditions. You need to be playing close attention to this one on the victory page and watch if any of the AI's are getting close to it, because once they get a cultural engine going the last few thousand points of culture come
really quickly. The thing with culture victory is that you basically need to go all-in on it, setting up three cities with massive culture output then cutting tech output to zero in the early renaissance to go all-in on culture. This means you will fall drastically behind in terms of economy and technology. If you don't get attacked, however, this is basically a free win.
mattador101: - Diplomatic seems do-able but is very time-consuming and makes you play deep into the game (which isn't necessarily a bad thing).
Diplomatic victory is extremely arbitrary and comes down to the whims of the AI and whether they're willing to award victory to someone. The Apostolic Palace is also very inconsistent; you need to get one city with a chosen religion in every empire, which can happen really early on pangaea where Buddhism and Hinduism have spanned the globe three or four times before the AP is even built, or never on archipelago where you can get someone like Isabella or Saladin off in the corner with Theocracy who will never let a different religion into their borders.
What really bugs me is that there's very little in the way to gauge this. You can't tell how much support an AI has for victory until a vote is held, which might just be the end of the game. Even if you do know they have a lot of support there's not a lot you can do about it since relationships with different empires are often mutually exclusive (start being buddy-buddy with Asoka and Wang Kon will hates your guts for it) and this makes it very hard for the player to build large coalitions. The AI doesn't play by the same diplomatic rules as the player does, and they can often make large coalitions as a result.
This is the only victory type I keep disabled. I find it annoying since I like the AP and UN mechanics other than the victory vote, and dislike how their other feature are completely disabled just because I want the victory condition removed.
mattador101: - Space race is something I personally have little interest in trying so I have no take on it; though it seems you're forced to play into the 21st century.
Space race is a very uncommon victory type on standard settings. Going from the Ancient era to the Future era gives
a lot of time for other victory conditions to happen. Most of the time when it happens, the empire that triggers it was so far ahead technologically that they would have won by other means anyways. If you are playing with a modern era start, though, you need to pay close attention to this one since it can happen very quickly. The other place where it can happen frequently is on continent games with a very large number of continents. With 5+ continents Domination becomes an impractical victory type and if you're the economic front-runner just rushing for space race is often your fastest win-con.
mattador101: - That leaves domination and conquering, which of course involves war. I like playing with continents so that forces you to have a navy, which makes attacking enemies on other continents and/or islands a very time-consuming task (which I'm dealing with in my current game). Also, I forget if you're able to adjust the %s for Domination victory. I know you're able to in Civ III. That would make that type of victory a smidge less daunting.
Winning domination is pretty straightforward on a 2-continent game. You want to have your own continent completely conquered by the early renaissance so that you're free to do a full eco-boom before making contact with the other continents. Identify the weakest independent empire on the other continent and use them as your invasion point to establish a foothold, start ferrying over troops, and once you have enough you can start your conquest/vassalization of the second continent. 3 continents isn't much different since you can usually win with just two continents and can ignore the third. It's only at 4 continents or more that Domination starts become a real challenge since it's very time-consuming to set up that beach-head and ferry over a large army, and doing that for multiple continents takes too long. Every additional continent just makes Domination less likely.
Interestingly, this does not apply to the extreme case of archipelago. The key difference in that case is that the defending empire is also split across multiple land masses (whereas on continents only the inter-continental invader needs to transport units while the defenders can reinforce just fine even if they've completely lost the water). This allows you to block reinforcements if you have naval supremacy, and means you need to commit much less to winning a beachhead on an individual land mass. While it can still be a logistical nightmare, come the modern age a force of marines, destroyers, and aircraft carriers can make very short work of small land masses with 1-3 cities (and, although it's a bit slower, a big stack of riflemen and cannons will do the job just fine too).