Please explain to me how winning by space, culture or diplomatically is a simulation of principles and patterns that shaped history.
I'm surprised you'd even ask, but since these are the goals of various nations throughout history - to achieve a high level of diplomatic or cultural influence, conquest, and so forth - it's natural they ought to be the goals of the nations in the game.
If you insist on calling it a simulation then please explain what a simulation is to you.
A historical simulation game to me would be something you pretty much defined already - "a game with rules derived from and based on historic events."
A simulation is not the same thing as a replica.
Or, more to the point, it is a game taking place on a large board.
And on that basis, it isn't a simulation? I think you're thinking of "simulation" and trying to match it with a notion of simulation based on things like flight sims rather than the actual definition of a simulation, and not surprisingly, coming up with round peg, square hole.
But simulation of course has a much broader defition. A simulation is the imitation of a process or thing, but it is
not a replica.
For example, there is a scientific simulation called "Daisy World" which was used to try to simulate hypothesized homeostatic processes of a planet's biosphere. Daisy World had just two lifeforms, black daisies and white daisies. Lots of things were absent - soil erosion, evolution of species, and so forth. The system was pretty simple as only one factor determined the growth of the two populations, planetary albedo. Obviously, the planet doesn't have just two species, daisies do not have much impact on albedo, and albedo is not the most important factor in determining the growth of daisy species. Nonetheless it
is an attempt to simulate a real-world process despite the fact it is not a replica of real-world processes.