What I mean is if/when an AI achieves a victory condition, we see the normal pop ups and their accomplishment is subtly celebrated, but the player doesn't "lose". Once the player achieves a victory condition, the game acts as it does now when the player wins.
Role playing, there's not a whole lot that would cause you to turn on the other civs for accomplishing great things. Why would you? You would say, that's great, not what I'm going for, but to each his own.
Contact- 1 free tech per turn
Emancipation-6 free military units appear around gate each turn
Promised Land-all cities gain +1 pop and 1 free building per turn
Transcendance-you gain direct control of All native units, colossal units randomly spawn in your territory and that of your enemies.
Conquest-enemy units have a 50% chance of coming under your control every time they attack or are attacked by you.
I'm glad the leash one was increased. Being able to leash the colossals was pretty op, especially early on -- which this prevents.
I think a more reasonable explanation is simply that the devs lack experience (not the same as incompetence) and have a very different vision for the game than many players on this forum.
I think it is obvious that the devs have a very different vision for the game than many players here, since most of the criticism deals with design philosophy like "affinities should not be tied to tech." or "we care more about a tough AI rather than role-playing".
And made worse as a point of fact.
As many have pointed out, the AI factions in BE rarely even expand past 4 cities.
Compare that to Civ 5 where the AI would quickly try to occupy all available space.
Every single game I play (Gemini/Soyuz/Apollo), I get AIs expanding waaaaaaay past 4 cities - are you playing on a very low difficulty?
It doesn't really even need to be a shared victory. We can subtly celebrate someone else's "victory" and the game continues until the player reaches a victory condition. The victories don't have to be exclusive. Even the two that appear to clash at first glance, Supremacy and Purity, could be explained by some wanting to stay on earth and some wanting to go to the new world.
Granted this mode isn't for everyone. Many enjoy the danger of losing. But some enjoy the empire building more than just winning.
It was a persistent complaint in Civ V that the AI would often leave large expanses of uncolonised territory, and not just on separate landmasses. This is behaviour I've certainly seen; I suspect reports of it were exaggerated, but it is a genuine consequence of the fact that city placement in Civ V is so focused around resource access (and the AI uses the same decision-making for city placement that the 'suggested city spots' icons that show up on settlers) - the AI will correctly target more desirable sites, but it will often leave large areas uncolonised because the coding doesn't have a specific rule telling it to colonise other areas (save for those with a lot of food). And even when it does expand, and correctly select a site, it can be unreasonably slow to do so, or will colonise a slightly less optimal site first because its algorithms can't distinguish between 'good recommended site' and 'great recommended site'.
Not for the difficulties on offer within BE.Apollo is a very low difficulty...
I've never seen the AI in Civ 5 limit itself to only 4 cities the way the AI in BE usually does.
Actually, I have seen AI Hutama spam cities in BERT. But in civ5, the AI does tend not to build a lot of cities.
However Civ V's mechanics play much better with tall empires than BE's - in Civ V a small empire can be a genuine competitor, but that's not true in my experience of BE.
Personally, I feel like civ5 favors "tall" a bit too much. I prefer "wide" in my personal play style which might one reason why I like BE. As you said, BE definitely tends to favor "wide" over "tall".