Something I would love to see more of is internal politics. IIRC when certain buildings were constructed in BE, the player would get a pop up to let them choose which game metric would be boosted. This could very easily be applied to game events in a historical context too. For example... Your nation has discovered Printing! "O Divine Ruler, let the people read the perfect word of God. Think of all the souls we could save!" • Prioritize Religious Texts (+Faith, -Science) "With respect, Your Majesty, we should be educating the people in practical disciplines, not silly myths." • Prioritize Academic Studies (+Science, - Faith) Your nation has discovered Nationalism! "If these immigrants want to come to our country, they had better learn to wear our blue jeans and listen to our pop music!" Promote Assimilation (+Loyalty, -Culture) "We cannot be tolerant of intolerance! These bigots must be shown there can be strength in diversity." Promote Multiculturalism (+Culture, -Loyalty) You get the idea. This would add a whole new dimension of policy making to the game as it would be necessary to prevent one faction (clergy, military, merchant class, industrial laborers) from becoming too powerful at the expense of the others. In addition, there would be secondary consequences to choosing certain pathways as some techs and civics become obsolete. Also, the precedents you set as a leader would naturally evolve into the government that best reflects those decisions (akin to the NationStates geopolitical simulator) instead of arbitrarily bouncing from oligarchy to theocracy to communism at the whims of the player, who is an immortal despot ruling over an obedient hive mind as in our current system.