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If the delay your spies can achieve is sufficient for you to achieve whatever victory you are working on, spies are all you need.
If the delay spies can achieve is insufficient, you will need to attack this upstart AI that dares to threaten to steal the victory that is rightfully yours. Capturing their spaceports before they launch would be ideal, but even if it's too late to raise and send a sufficient army to do that, you still have all the time between launch and arrival to get your victory. You can pillage or capture those laser thingies they put on the ground to speed up their spacecraft, and you can capture their cities to stop that city project that notionally puts laser thingies in space. If even that doesn't give you enough delay to achieve whatever victory you are working on, you have to take all their cities before arrival and eliminate them from the game.
A city can only use a launch spaceship project if the space port is operational. Disrupt the spaceport and also the industrial production of the city to slow both the repairs and construction in those spaceport cities. You can keep their science victory stalled for years.
Even if you don't do that I am 50% sure you will win anyway, but better safe than sorry.
Spies make it from probably going boom, to definitely going boom XD
One other step besides sending spies to sabotage spaceports that people should have mentioned was the first thing that should be done if you become concerned that a rival civ is going to get to a science victory before you get to your victory -- figure out if that civ has the techs to take the final step and launch an interstellar mission.
There are two elements that have to be in place to get the science victory, science advanced all the way to the point that the final components can be built, and the industrial might, channeled through spaceport(s), to actually build the things your science has researched. It would be more accurately described as a science-industrial victory.
We all only gave advice on slowing or stopping the industrial end of it. Looking at this AI's science production and how many techs it had obtained, might have told you that you didn't have to worry, that it lacked several techs to the final one it needed, and that its science output was such that it would take so many turns to get to this final tech that you would win first. And even if this preliminary assessment (which can't be exact) showed that you weren't clearly out of danger and you had to do something, it might have suggested sabotaging their science output instead of their spaceports or industrial zones.
The only way to find out if that was the case would be to have enough diplomatic visibility on that civ to see what they're building in their cities and the time remaining (usually takes positive relations and possibly help from spies)
it was my first playthrough on civ6 (any civ actually) and don't even know if any messages appears that someone wants to colonise the mars or something like that....just seeing 2 tasks missing. Anyway, i started now a new one and unchecked the Science Victory without any turn limits just to avoid someone wins due Science Progress!