I like scu98rkr's idea a lot, it is somewhat similar to what I had in mind. What I mostly like about scu's proposal is that it allows the player to choose a UHV path--cultural, military or otherwise. What I would ALSO like to see is an element of randomness, so that when you start the game you do NOT know in advance which exact set of UHV conditions you may be required to fulfill as you progress into the later eras.
So, I would like three elements to be added to the UHV system:
- CHOICE: let the player choose with type of UHV (military, cultural, etc.) to pursue.
- RANDOMNESS: but let the dice decide which exact UHV conditions the player is required is fulfill. Think of them as a sort of special BtS quests.
- FLEXIBILITY: make it so that even if the player fails one or two UHV conditions, he might still win. For example, the overall victory condition could be: compete 4 special quests out of 6.
As it has already been pointed out, also RFC Rand would benefit greatly from this.
There are several different ways to implement this idea. Here's some:
SIMPLE METHOD 1: before starting the game, the player is asked to select a type of UHV (military, cultural, etc.). After he's made his choice, he's tasked with a set of (4-6) random quest of the chosen type.
SIMPLE METHOD 2: at the beginning of the game, the player is tasked at once with several random quests of different types, say 3 military quests, 3 cultural quest, etc. and then he chooses which path to pursue.
COMPLEX METHOD 1: same as above, except that quests are divided, not only into types (military, cultural, etc.) but also into levels: level-1 (easy) quests worth 1 point, level-2 (medium) quests worth 3 points, and level-3 (difficult) quests worth 5 points. You can mix and match both types and levels, and win once you reach, say, 10 points.
COMPLEX METHOD 2: at the beginning of the game, the player is tasked with only one random level-1 quest for each type: one military quest, one cultural quest, etc. (so that one does not know what will come next…

Once the player completes a level-1 quest of a given type, he's tasked with a level-2 quest of the same type, and so on... until he completes a level-3 quest. When the player fails a quest, two things may happen: either that path is blocked, or else the player gets another shot, e.g. he's tasked with another quest of the same type and level.
COMPLEX METHOD 3: At the beginning of each era, the player is tasked with a fixed number of random quest for each type--military, cultural, etc. That fixed number depends on the civ and the era. For example, Egypt may be tasked with several quests in the early eras, but few or no quests in the later eras. Player (or AI) wins when they complete, say, one third of the total quests.