I don't know, as things are now, I only find coal plants relevant to some extent. A targeted boost in a city, doubled by a policy card may be very tangible. Other types of power plants just fall out of the picture, because I usually cannot find any need or time for them. That is on standard size and speed deity games.
On continents (and islands) or (splintered) fractal maps that don't have excessive landmass as lakes, inland sea, seven seas and similar map types have, oil is usually pretty scarce, so I want it for my few units if I bother to upgrade them at all, because it is not unusual for me to leave them at muskets and pike and shot stage, so oil plants are an extremely rare bird in my games, and nuclear power plants are like dragons - a mythical creature, never seen in real life.
It is much easier just to cancel out the coal plant pollution with hydro power plants and other kind of renewable energy than bother about oil or uranium. And I haven't built a GDR in ages, btw, another mythical creature. And I usually get to computers and build the flood barriers before the world inevitably sinks. (Btw, are they going to fix that annoying bug where deforestation goes from 0% to 50% in one turn?)
As for victory types, my victory landscape was rather boring lately: RV or DV.
If I bother to get a religion, then it is kinda pointless to go for other types of victory, because this will be the fastest exit route from the late game quagmire. For that you don't need to bother with any power plants.
If I don't get a religion, it's diplomacy then. As effortless as it can be and without all that hassle of pushing around apostles (or troops). The game can end before you even reach power plant types other than coal. AI seems to ignore SoL lately. And if you do miss it, well, 30-60 more turns, whatever