There are 3 possible victories apart from pure conquest: alliance, SOM and MQ.
Alliance is treated in other post and it is very related to Diplomacy and AI, so I want to focus in SOM and MQ. They both seems to be options only for the player, and the AI is not reacting to them, so they give a feelling of being out of the standar game.
1. The Spell Of Making.
All the AIs should react to it, and should be able to cast it.
To make AI react, at least slightly, I find this easy solution: each of the Towers provides a -25 (or whatever) in diplomacy with all factions, insta-break all treaties and alliances, and maybe insta-ally all the rest of AI. Ready, finish all towers and cast it now, if you dare 
An AI, to cast SOM, should have at least a faction power equal to <put here your formula>
Give a higher casting time too, to avoid gathering resources and rush all towers in 2 turns. Lets say 20-25 turns casting time?
It has been suggested the casting time depending also in map size.
2. Master Quest.
A bit more difficult to deal. Not sure if AI should go for it, or fight against player when trying, as player is in fact saving the world.
I can only think in this: make MQ as a new game mode that would requiere some work.
After X turns, it starts to spam monsters, each time stronger in power and in numbers. Eventually, it should conquer the lands, by creating Wild Outpost or something like that. That would encourage players to ally to AI to fight against it. Specially if you settle near of it.
To make things easier, might be necessary to create a building that gives bonus to diplomacy with all factions, to help in creating a big alliance. Only the player will be able to do that quest, but might need help in controlling the Wilderness expansion...
If you don't like this, just switch it off, there are many other Wildlands to quest.
What do you think? Any other ideas?