This might be by design. I seem to remember an old interview with Sid about designing civ where he said that he wanted the game to be an ever rising empire, never falling because he wanted positive reinforcement for the player and nothing that might discourage the player. So it was part of civ's core design from the beginning that the player would always get an ever bigger, better empire.
I may need to make a longer post about this one day, but the kind of losing I’m talking about is different to what Sid is talking about.
FXS seem to have been avoiding a situation where you empire gets damaged, becomes hobbled as a result, and you’re then never able to catch-up. Because that’s seen as not fun.
And, you know, they’re right. It’s not fun. You don’t want a game where you’re basically losing turn after turn. Sure, you could maybe fight your way back, but many people won’t bother.
What I’m talking about is something happens and you actually lose - get kicked out of the game. That’s very different. Provided you can see that loss coming, and can do something about it, you now have tension in the game.
Civ really doesn’t do this. First, because the AI can’t win. But second, more fundamentally, even if the AI is going to win it’s too far in the future. In principle, youre only at risk of losing just before someone goes to Mars, so there’s no tension before that point, and no real tension at that point because you may not be able to do anything about it.
To me, Civ needs a structure where every Era you need to be in, say, the top 25%, otherwise you’re basically locked out. So, you’re constantly under pressure to survive.
Now, you could play around with this a little. Maybe you’re only locked out of one particular victory type (eg Cultural). Maybe you get one chance to make it back into the top 25% next era (but now you have to risk more to make it back). Maybe you just get the One More Turn option. But the core idea is you should be constantly and repeatedly under threat.
Actually, Eras seem designed to give you this, what with their countdown timer and increasing point goals. But they don’t do a good job of creating tension because Dark Ages are not a punishment (they’re actually better than a normal age - which Iike), and it’s not well implemented otherwise (eg there’s no way to reduce someone’s Golden Age points).