What is playing Civ 6 in your opinion?
Making decisions in pursuit of one of the game's stated victory conditions. This includes but is not limited to attempting to prevent your opponents from winning also.
I'm not claiming to have any answers, but the more I think about it the more it makes sense to me not to build an AI that actually poses a threat. A threatening AI would require a lot more effort and time and there really isn't a strong incentive to do so, since it would also require changes to the core gameplay of civ so that most players could enjoy it.
Saying a threatening AI "isn't fun" is disingenuous by developers. It isn't "fun" because the incentives in the game dictate players do things that wouldn't be "fun".
But those incentives are part of the design. If the devs are making a case that the AI optimizing within their mechanics isn't fun, they are making a case that the game itself is poorly designed.
So you're right in that sense. There are changes that should be made to core gameplay, rather than making a game and then having the AI not play it because even the devs themselves know it would be bad in that case.
I think I might be understanding your point more now, am I on the right track? I would like a game that has a threatening AI
I want a game where there is actually incentive built into it such that its mechanics are usable when everyone is trying. This means that diplomacy is more significant in MP, for example. The design in Civ games is more flawed than the AI in Civ games, and you can't meaningfully fix the AI unless that changes (I suppose you could, if you want to make them all ruthless warmongers, but I don't anticipate that being popular overall).
There is no rule saying you can't have RP in a strategy game.
True, but there *is* an expectation that strategy is not actively undermined in a strategy game. WRT balance, it's worth mentioning here. If the game isn't balanced but you instruct the AI to pretend it is balanced, you get poor AI performance. Civ 4/5/6 all did this to their detriment so it's not a good thing to brush off.
Trust me, I feel time management prior to release could have been much better spent. The Firaxis team are not the only ones who "cut corners" throughout development. Its a sad reality that came with the implementation of the "We'll just patch it later" mentality and I swear it gets worse by the year.
Sadly, the market allows it. They'll even throw money out there before the product is finished, then play the game at retail while it still isn't finished per standards of good games. Not everybody does this of course. Some devs are open about early access status and even have relatively polished games by the time they swap it to 1.0. Mostly relegated to the good examples from the indy scene, but it still happens.
Just because some people (myself included) want an AI that RPs a bit throughout the game does not mean we want it completely incompetent. It not having a basic understanding of several core mechanics is just as immersion breaking as it going all out and steamrolling me in the first 50 turns.
The problem is "a bit". What constitutes "role play" vs "immersion breaking" rarely has a coherent definition. Even to the people attempting to define it, it's a struggle to be self-consistent in stating how much "role play" is sufficient.
That misses the point anyway. The problem with Civ 6 isn't "role play", it's the mis-matched nonsense setup of alleging allowing for "role play"/"different victory conditions"/"unique agendas" and then turning around and providing incentives per the rules that do not align with those whatsoever. In proper, well-designed role playing games the player has INCENTIVE to role play in some capacity, not active disincentive!
Civ could go that route, opting for role play and eschewing its present win conditions/war incentives/4x roots. I wouldn't prefer it, but I would respect it a lot more than the constant misalignment of incentives we've seen over the past decade+.