Fine if you want quotes:
I wanted quotes from my other threads.. not the one before, but i appreicate it
The idea of what is "better" depends on the player. In a game where wars happen because of proximity and weak armies then building some defenses and military is a "better" use of hammers after getting most of the cultural buildings for that era done. Science, wealth, military, and culture are always building options. Once a victory goal is selected then those buildings related to the condition become more important to make and causes the others to become equally situational.
It depends on the AI specific victory goals....., Not a HUMAN player, but i agree with what you saying.
But once again one of my points is still alluding you... The AI whose goal is domination victory will, build more military that of AI cultural, and since they are both crippled by the horrible combat AI, the most units usually win in wars bwt AI... so that why AI whose goal is domination either wins, or forces the cultural victory to lose....
If the AI wants to win then when playing continents, archipalgo, or any map with islands then the AIs on secluded islands would try for victory via culture or space. Yet the AI does nothing but sit on the island contently researching military tech since there is no other civ to war with on that land.
Okay i addressed this somewhat in the main post, but i can explain that better here. (this is actually a very valid point).
For some reason the AI sucks at waging wars overseas(this will explain archipelago and continents). This is a proven fact. (as it is repeatable, and observable, and maybe measurable

)
WHY?
IMO, there are a few things that contribute to this.
The AI looks at it military, and sees numbers, not types. This means that AI could have an army size of 300,000, but only have 6 ships and the rest are land units.
The AI doesn't know who to protect its units at sea.
Another reason why the Conquest AI, doesn't seem to be able accomplish its goals, is that AI in general, build up it military force on the enemies borders first, before DoW. Note: I have seen wars declared every once in awhile, with this happening, but its not often.
Finally, I play Archipelago lot as England, and I do get DoWs call on me all the time.
That is why, conquest doesn't do so well on those maps.
Now to address your other issue....
The AI DOES NOT SWITCH VICTORY CONDITIONS.
But to your point, play a game on islands and watch how many times a Civ will declare a war on someone. (City State included) If a Cultural AI gets a DoW on itself, it will produce units, plain and simple. Even if the cultural AI doesn't even get attacked, the AI will perceive that the attack will come from the aggressor. If you can play a game on Archipelago, with no wars declared and no citystates (on a decent difficulty), and you not trying to win (because honestly the human will be better than the AI in this game), that you might find your self surprise by the results.
You don't need to use OCC to say cultural victories have opportunity costs. My point is that military and defense also are choices that are part of opportunity cost evaluation. Building some military is not mutually exclusive from trying to get a cultural victory. Building walls makes cities easier to defend, while building a market makes it easier to build wealth, and neither directly make it influence culture.
No, your stilling missing the point, with out war as a threat, what do you need walls for?
Nothing.(unless you have UA that gives you gold, or a UB)
Markets are more useful that walls, and that the point!!! The AI has to chose between useful option A or less useful, but key to survival B. Think of it as a fight between Long term goals, and short term goals. Long Term the AI wants to win Culturally, but short term it need to survive now. Ideally the Ai wants to win, but it knows if it does produce military units, instead of something more useful, they can attempt to survive and to fight the run-away conquest AI. This is where opportunity cost come back into play.
There is no logic represented there. All your first post does is arbitrarily assign imaginary victory goals to a bunch of civs.
Not to be nit picky, but these victory conditions are not imaginary. I won a diplomacy the other day, and i won a conquest the day before that.

(JK) But really no logic is a stretch, can you give me bad logic?
Your theory doesn't really hold up if you use a the Improved Demographics mod and you can see that all AI civs devote most of their research to military tech and aspects that allow them to gain the most land possible.
One, I'm not sure how this mod works.. But lets assume that its right, and that i gonna ignore your last part about land(I gonna flat out and say it that this is not true), and focus on technology aspect.
First off, I do not factor tech research into the AI specific victory conditions(other than space but thats general). I think that may be giving 2k games, and Firaxis too much credit.
The AI of course will research military techs first, and it make sense too.
WHY?
What would happen in CiV when i don't keep up with my military tech? I get DoW by the conquest AI.
What would happen in CiV when i don't build an army? I get DoW by an AI.
Now don't get me wrong here, or say that i'm contradicting myself. India maybe cultural, but it will still build a small army to defend itself, even at the expense of building something better.
I also think there is another reason for this focus on military techs, is that of element of the human player. If i met a civilization, that was gonna beat me by getting a Cultural victory, i would DoW them in a second. But lets say that civ focus on the growth and research tract instead of military.
How much of a defense will they put up with their spearman against my riflemen?
How well would they survive in the game against the AI going for conquest?
The answer to these question is that they wouldn't do well at all. In fact, they would do so bad we would be complaining about this instead of the lack of challenge, and it would be joke. We would say: why we would never worry about the cultural Ai, because he is a push over.
The reason why i picked cultural is that they would have unique tech tract, than anyother in the game. And in my personal opinion, i think Cultural would be the hardest for the computer to win.