Most 4X games punish you for losing. Almost none punish you for winning badly, and that’s a shame
In real strategy, how you win changes what comes next.
Burn a city to take it.. you have the territory and a degraded supply chain. Break a treaty to gain ground.. every other faction just updated their model of who you are.
Neither of those is in the score, but I think both of them matter more than the score.
The genre almost never models this. You win the tile. The calculation ends. Crusader Kings gets close - reputation is a real resource that closes doors downstream. Into the Breach gets close - every action has a cost even in a perfect turn. Both feel different because they model the aftermath, not just the outcome.
What I keep noticing: the games where winning feels meaningful are the ones where a bad win is actually worse than a narrow loss. Most designers never build that in because it's harder to communicate and players complain about it until they understand it.
The ones who get it never go back to games that don't have it.