How about each player having a hidden agenda? One agenda could be to reach a certain population count, another could be taking a certain city (made impenetrable to begin with, of course) and yet another could be to achieve Fundamentalism. Achieving these goals needn't end the game. Instead, they could give the player certain powers. Or each player could have two objectives, a secondary and a primary. Achieving the secondary objective gives you extra turns and means you must reveal your primary objective, achieving the primary objective lets you win.
This way, players could forge alliances and try their hand at manipulating other players into following their own plans, while making sure that your objectives aren't too obvious.
This way, players could forge alliances and try their hand at manipulating other players into following their own plans, while making sure that your objectives aren't too obvious.
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