I think for most players, the game just has to have sufficient depth to support multiple play styles.
This is my view as well. In fact, for me, this is
the most fundamental thing to have in mind as they begin the design of any new iteration of the game.
I have said in several previous threads that I think Civ is best conceived as a race game, like Chutes (or Snakes) and Ladders or Sorry. The main interest is seeing whether you can reach a destination more quickly than the other players, and the fundamental excitement while playing is getting things that speed your progress to a destination.
But . . . what makes Civ a little different from most race games is that it gives the player and AI several possible destinations to race toward. So, I can be racing to launch my spaceship while you can be racing to convert the world to your religion. So part of the fun of it is asking "can I get to destination X more quickly than another player can get to destination Y?"
I think the designers should recognize these two things as being what makes Civ unique as a game.
And that's not just so as to please warmongers and those who want other game objectives. It's for the following broader reason. Whichever goal line you pick has a game focus. If you're trying for the space ship, you do everything to enhance your science. If you're trying for a cultural victory, you do everything to up your culture. If you're going for a domination victory, you build as big a military as you can. But each of those things is valuable regardless of the victory type you are seeking. There are ways that culture benefits you even if you're going for a science win. A military helps you even if you're going for a cultural win, if only to keep hold of all the wonders you've built. A good economy is useful to a military victory. So each major strand of the game is partly fungible with the other main strands. This gives the game's biggest strategizing: how can I use this nearby faith-enhancing natural wonder to help me with my science victory? And it gives the game's biggest challenge: tradeoffs. Sure I need another unit for my military ambitions, but I've been neglecting culture way too much and that's going to bite me once the ideologies come along. My science victory depends heavily on getting universities up as fast as I can, but if Shaka attacks and I have no units with which to defend, all my universities are for nothing. In a good game of Civ, my choices are sometimes wincingly difficult to make, because I know how much the thing I'm
not doing could also have helped me.
All of
this in turn, provides the
details around which players who like to build a narrative do so: Yes the jungles in which I built my major cities slowed my growth a bit in antiquity, but once universities came in, man, did my science take off.