Another thing that Sid Meier has talked about, relevant to this, is the personification of "Leaders" in Civilization. He talked about two reasons for having other leaders being personified in the game, (1) as a salient historical thing that a non-historian player will likely have heard of but also (2) because it helps with the role-playing aspect, like "What would make a player feel like they're a world leader?""To interact with the great leaders of history as an equal". (Same goes for building Wonders. Like even someone whose grasp of history isn't great has heard of the Pyramids, and also building the Pyramids makes you feel like a powerful leader.)
Sid Meier's games usually have you being the most interesting and most-full-of-agency person in the situation. You're not a spectator, or a random person watching something bigger than you, you're not the Chancellor while someone else is the emperor, etc. That's on purpose, it's a part of his design philosophy, and also on-purpose are the role-playing elements (in the literal sense, I don't mean RPG-elements) that reinforce "you're the emperor", "you're the swashbuckling pirate", etc.
Also related: his insistence that the player is the one who gets to have the fun, not the programmer or the simulation. The neat, cool stuff shouldn't be happening behind the scenes with the player reacting to it. (Like it's hard to imagine a Sid Meier studio making Crusader Kings II, with the player reacting to the wild swings of history generated by a largely opaque simulation; in many ways that's the opposite of his play philosophy.)