Hellenism Salesman
King
Grab some snacks and find somewhere comfortable to sit because this is a long post 
Upon reading various discussions across this forum, I've come across a very interesting design struggle that is unique to Civ's niche genre of historical 4X.
From my perspective, it seems as though developing a Civ game (or any historical 4X, for that matter) is about striking a balance between four powers: immersion, historical accuracy, strategic depth, and fun/entertainment value.
With Civ's unique challenge of incorporating history into its progression, it means that it must consider these four elements in every decision. Every single choice, no matter how small, will either satisfy one or harm another.
Civs starting in anachronistic eras? A fun alternate history scenario and immersive to those who want to roleplay that fantasy, yet historically inaccurate and challenging for the designers to envision what cities, music, and bonuses would fit for these time periods where the civilization in question never existed.
A uniform tech/civic tree that applies to every Civ? Historically accurate (for certain, mostly European powers) while fulfilling a mechanical need in the game, yet immersion breaking depending on how its handled (skipping otherwise necessary techs, contradictory civic discoveries ex. "Ethiopia has finished research on Colonialism").
And there are plenty more examples. The struggle of creating a "perfect" historical 4X is that a historically accurate game does not always equal an immersive game. Or, an immersive game does not always equal a strategically deep game. Or, a strategically deep game does not always equal an entertaining game. Depending on what design decisions are made and what aspects are prioritized, other aspects falter and the game shifts its appeal to different audiences. History buffs and scholars will appreciate the historical accuracy, roleplayers will love the immersive world, multiplayer competitors will excel in mastering the games nuanced strategy, and casual gamers will enjoy the simple fun in launching nukes as Gandhi.
And so when this consideration must be taken into account for every single design choice, a worrying question comes to mind. Is it even possible to create a historical 4X that appeals to each of these four aspects? Is there such a thing as the perfect 4X?
And truthfully, I don't know. I don't have enough experience with the genre to really pinpoint an example that I would call "perfect." I know many have there own favorites, whether it be a Civ game or something else. But is that enjoyment just because the direction of said game appealed to what they value in the medium? Maybe someone adores Civ 5 because it valued the things it looks for in a game. Does that make it a perfect 4X game? Who knows.
So the questions I want to end with are these: how do we go about creating the perfect 4X game? What does that even mean? How do we create a historically accurate game without making that game unfun, simple, or immersion breaking?
Have any games struck that balance for you? Have I just spent the past half hour rambling on and on about questions that aren't that important? Actually, wait, don't answer that one. The answer is yes.
But anyway, I want to hear your answers! This is a topic ripe for discussion and I'm eagerly awaiting what complex dialogue all you fanatics can drum up. So please, if you have any comments, questions, or answers of your own, let's hear them

Upon reading various discussions across this forum, I've come across a very interesting design struggle that is unique to Civ's niche genre of historical 4X.
From my perspective, it seems as though developing a Civ game (or any historical 4X, for that matter) is about striking a balance between four powers: immersion, historical accuracy, strategic depth, and fun/entertainment value.
With Civ's unique challenge of incorporating history into its progression, it means that it must consider these four elements in every decision. Every single choice, no matter how small, will either satisfy one or harm another.
Civs starting in anachronistic eras? A fun alternate history scenario and immersive to those who want to roleplay that fantasy, yet historically inaccurate and challenging for the designers to envision what cities, music, and bonuses would fit for these time periods where the civilization in question never existed.
A uniform tech/civic tree that applies to every Civ? Historically accurate (for certain, mostly European powers) while fulfilling a mechanical need in the game, yet immersion breaking depending on how its handled (skipping otherwise necessary techs, contradictory civic discoveries ex. "Ethiopia has finished research on Colonialism").
And there are plenty more examples. The struggle of creating a "perfect" historical 4X is that a historically accurate game does not always equal an immersive game. Or, an immersive game does not always equal a strategically deep game. Or, a strategically deep game does not always equal an entertaining game. Depending on what design decisions are made and what aspects are prioritized, other aspects falter and the game shifts its appeal to different audiences. History buffs and scholars will appreciate the historical accuracy, roleplayers will love the immersive world, multiplayer competitors will excel in mastering the games nuanced strategy, and casual gamers will enjoy the simple fun in launching nukes as Gandhi.
And so when this consideration must be taken into account for every single design choice, a worrying question comes to mind. Is it even possible to create a historical 4X that appeals to each of these four aspects? Is there such a thing as the perfect 4X?
And truthfully, I don't know. I don't have enough experience with the genre to really pinpoint an example that I would call "perfect." I know many have there own favorites, whether it be a Civ game or something else. But is that enjoyment just because the direction of said game appealed to what they value in the medium? Maybe someone adores Civ 5 because it valued the things it looks for in a game. Does that make it a perfect 4X game? Who knows.
So the questions I want to end with are these: how do we go about creating the perfect 4X game? What does that even mean? How do we create a historically accurate game without making that game unfun, simple, or immersion breaking?
Have any games struck that balance for you? Have I just spent the past half hour rambling on and on about questions that aren't that important? Actually, wait, don't answer that one. The answer is yes.

But anyway, I want to hear your answers! This is a topic ripe for discussion and I'm eagerly awaiting what complex dialogue all you fanatics can drum up. So please, if you have any comments, questions, or answers of your own, let's hear them
