Yeah, and that's all good and stuff, I don't think anybody is denying that old Civ games worked like that, but it's not 1991,
I've actually seen quite a bit of misconception here that Wide empires necessarily have tons of small cities littering the whole thing with no large cities in other threads.
Especially towards older Civ games where they emphatically did not work like that.
so what's the argument for why it should be like that? Why should going wide and growing tall go hand in hand? Why is having basically one strong playstyle better than having multiple valid ways of going at it? To me it's just extremely one-dimensional.
I like that you challenge the fact that there shouldn't be "one true playstyle" and it's worth examining because I feel that in older Civ games,
there's more variety on the path towards your victory, and you can switch your focus at will, because with well-managed expansion and diplomacy,
a player could essentially give themselves breathing room to shift gears at will.
For instance, in Civ4, most victories in the game,
including the peaceful ones (Diplomatic, Space, Cultural) required piggybacking off being a strong, developed empire.
The rationale in particular for Space and Cultural was essentially this:
The important, core cities could focus on building spaceship parts or culture while mid-tier/border cities could contribute to defense.
Granted, you need to expand in the first place. Whether it be by force or aggressive settling.
But once that's down, it sets up the volleyball spike so the speak for any victory of your choosing.
I feel that is a more open-ended method to achieving multiple victories.
In BNW, I have to know exactly what I want and gun for it without looking at any other opportunities.
The locked-in nature of the Social Policies and Religions while excellent for customizing your civ, also narrow your path to victory.
I only mention the Social Policies because of the overcentralization of the meta towards Tradition,
as well as mechanics like the Science penalty for more cities, Global Happiness, or leaders denouncing you for settling too close to them.
All of these things combine together to point towards staying small as the optimal way to play.
For instance, I'd like to be able to keep cities that I conquer rather than razing them.
Global Happiness, as well as the Science penalty both combine to dis-incentivize that,
which in turn hurt the viability of active (as in initiated by the player) warfare and Conquest Victory.
From my point of view, you could say that they're both two sides of one coin: You have to expand/You have to stay small to achieve your desired victory.
The difference, as I've illustrated is that after the initial set up, older Civ titles gave the player more freedom to pursue a victory of their choosing,
while Civ 5's Tall focus coupled with the inflexibility of Social Policies made it difficult to change your mind/pursue a different victory.
Flexibility and wider viability of different victory types are more apparent in the older systems, and create multiple validities.
For this reason, I feel that a Tall-only system with locked choices and a laser focus towards a specific victory
exhibits more "One True Playstyle" syndrome than the protean Tall+Wide systems of past titles.