1. All of us build stories in our heads about the game we are playing. Some of us even make up our own Sub-Victory Conditions and play for them regardless of the 'official' Victory
2. The game could make this Explicit by including near-random Narrative Events in the game that require you to accept, modify or reject them, and the combination of Event and Reaction create another Chapter in your Narrative History. Likewise, Victory Conditions could be re-written to emphasize success in playing the game rather than Ending it: number of enemy units destroyed, cities taken without losing any, etc instead of just You Succeeded In Taking All The Capitals.
3. Any provided Recap of the game could be in the form of a Narrative History or Timeline - maybe in the format of the Anglo-Saxon Chronicle in which Events include the occasional 'editorial comment':
820 BCE: New York is conquered by the armies of Gaul, with much lamenting of the people there and in the capital of Washington, where the population do sorely lament the folly of starting this war.
700 BCE: Washington falls to the massed War Carts of Gilgamesh: he renames the city Pound Laundry and begins the construction of a Ziggurat in celebration.
580 BCE: Gaul and Sumer go to war, as foretold by the Chief Priest of Pound Laundry to the rejoicing of the population there.
I agree with
point #1, which is essentially that we are playing Civ and looking for "emergent storytelling." That's the standard phrase used for the player essentially roleplaying and making up their own narrative as they continue to play. It's really important to me and I think it keeps players hooked.
I don't think that random event pop-ups (
point #2) is the answer though. They inevitably get exhausted and become tedious rather than novel to the player. Humankind and Old World both have these, and neither game ever really felt more like "emergent storytelling" experiences to me than Civ does. I just click through as fast as possible.
Civ 6 tried to make emergent storytelling more explicit with the Historical Moments system, which is essentially what your
point #3 suggests. This didn't do a whole lot to make me feel more immersed, though. TELLING me what I did is a nice reminder, I guess, but it never contributed to my immersion in the game. I think it's for the same reason that random pop-up events didn't help either: inevitably, the new images and stated accomplishments get exhausted and the player simply clicks through. Moreover, it sort of feels like it's telling me how I should feel, rather than letting me react organically to the world in my game.
It's clear to me that specific content to support emergent storytelling will just stop working. What DOES facilitate emergent storytelling is having a more immersive game. Civ 4 and Civ 5 both feel far more immersive to me than Civ 6, and they don't have much in the way of narrative pop-ups or in-game mythologizing.
In Civ 4 and Civ 5, there's more of a feeling of building an empire and making meaningful decisions than spamming cities and slotting in gamey policy cards. The AI opponents all had distinct and memorable personalities, whether they were loyal allies, backstabbing cowards, aggressive warmongers, or isolated and focused on their own growth. Civ 6's agenda system unfortunately failed at making AI opponents play distinctly, and instead all we get is a uniformly mediocre AI, but each with a different arbitrary "trigger" that prompt a threatening tantrum or effusive praise.
So if Civ 7 is to really enhance the emergent storytelling feel, I think it just needs to focus on being a deeper and more immersive game and bringing back distinct AI personalities.