You may want to respond that the design is at fault if a meaningful gameplay experience can't be created from it, to which I counter: Play chess using Civ5's AI. It won't be able to move its knights out because it can't figure out that they can travel through pawns. Play chess using Civ5's multiplayer rules. People would just use double moves to take capital pieces. Does this mean then, that the design of chess is flawed?
To stay with your example:
Civ5 was said to be based on chess, but hasn't "en passant", the castling and you can't convert your pawn when reaching the 8th line.
On top of that the AI does not understand how to move the knight.
So, no, it is not the design of chess which is flawed, but this game's design.
It was created by an incompetent copyist, and you see this each and everywhere in the game.
All I meant is that the focus is more on making larger, more sweeping decisions (albeit fewer of them) - more of a macromanagement focus rather than micromanagement a la Civ IV.
Well, that's one way to express it.
The other way would be that so many possible decisions have been removed that the remaining ones indeed look "larger".
People have even mentioned city placement as one of the "big strategic" options of Civ5.