Its Boring

Indeed, Eureka's are meant to be seen the other way around. People did (and for the most part still do) whatever the environment allows or requires them to do to survive and thrive (Environmental Determinism ftw.), and that drove progress in those areas. If you live by the sea, then almost inevitably you will become good at building boats unless you somehow completely miss out on the bounty that could be available to you (which I don't think ever happened in history).

Military development works a bit different, but the concept is still the same. The more wars you fight, the the more you have to defend yourself from those who threaten your empire, the more experience you'll get at building better weapons. If you don't, then chances are, somebody else does and you'll not be around much longer.

There are some that don't really make sense in a literal sense - like the one MyOtherName mentioned - but you can usually explain them away by taking technologies not too literally. "Ironworking", is more "Making iron a vital part of your military", not "Using Iron for stuff", your people have likely already been using Iron long before you your unlock Ironworking, which is why building an Iron Mine resembles working a lot with Iron - and thus, making great progress towards more industrialized uses of it.
 
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Civilization tech tree is very linear (alomst no dead ends, a lot of dependecies, not a lot of techs in total). Eurekas made it even more linear, there are repetitive paths which you always should follow, with little variations, to be effective. Let's say you have got got on average 5 techs to choose, for 2 of them you have got Eureka for, for the other to you can gain easily, for the 5th it depends. So obvious choice is to choose between 2. Obviously there are some situations that you want to rush some tech... but there are rare, and very often loosing the option to have half of the research does not make sesne. But if you really want ot rush effectivelly you will find a way to do that anywhay by having all or almost all eurekas. You will not get all Eurekas, of course, but where you can easily get it, you will follow the path (kill a unit with slinger, build two archers, build a district, so forth). This is why people are bored with a game, becasue it is every time the same. The game stops be interesting completely after you settle few cities, than it only repetitive administering the cities (the same way, because there are ways which are most effective) and/or moving the carpet. Then click next turn.
 
Let's say you have got got on average 5 techs to choose, for 2 of them you have got Eureka for, for the other to you can gain easily, for the 5th it depends. So obvious choice is to choose between 2.
There's your problem -- you don't seem to have any goals. Once you've gotten the general idea of what you can do in the game, you should start to plan ahead. Ignore the technologies you aren't going to use -- even a science victory doesn't need all the technology, and depending on how you go about it the main obstacle to victory may be very well be simply getting the spaceport started rather than finding enough research to get all the technology.

Also, the approach of putting off technologies you don't have the eureka for only make sense if you plan on getting the eureka later. There's no point in delaying Games and Recreation if I don't plan on researching construction.

And if you're planning ahead, you can plan ahead to make sure you already have any eurekas that make sense to get.

very often loosing the option to have half of the research does not make sesne.
It often makes a lot of sense. Depending on how badly I need cogs vs beakers, the cost of two galleys I don't have any use for could very well be more expensive than half of shipbuilding. The value of getting political philosophy soon could be much greater than the value of getting state workforce at half cost by putting it off until I have time to build a district.

but where you can easily get it, you will follow the path (kill a unit with slinger, build two archers, build a district, so forth).
A district is a major investment that early; you could be building settlers or military instead. Rather than getting an early district to save research on state workforce, build a monument if you want to get your civics faster!

This is why people are bored with a game, becasue it is every time the same. The game stops be interesting completely after you settle few cities, than it only repetitive administering the cities (the same way, because there are ways which are most effective) and/or moving the carpet. Then click next turn.
You assume you've found the most effective way; you probably haven't. And there are at least five distinct 'puzzles': the most effective way to get a science victory will not be the most effective way to get a religious victory, for example, so at a minimum you have that much variety.

(I got bored because of sluggish UI, bad AI, and glacial loading times)
 
It would be interesting to see someone attempting to achieve all victory conditions on the same turn. However, it would not be possible on Immortal or Deity.

I don't think it would be possible at all with the way the victory conditions work. If you're close enough to a domination victory to hit it on schedule at the same time you get the science victory, how do you avoid 'accidentally' winning cultural and religion victories considerably earlier (given that there will be no significant cultural output from your rivals and they will also rarely have enough cities left to have their own majority religions)?
 
I find the lack of demographics info to be severely distracting from 'immersion', besides the fact that it's much more difficult to judge how big your opponents' armies are, how much they're producing etc.

I'd like to point out that some demographics can be found, although they are not always in an intuitive location, or a nice format for comparisons.

For example on the Overall World Rankings, you can hover over the different Civ Icons and get data about thing like how many Techs and Beakers per Turn your opponents have, or their relative Military Strength in comparison to yours.

Civ Science Victory Details.jpg Civ Domination Victory Details.jpg
 
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