Many of your points are the way you personally see things. Everything you say about simulation, could also be said about 4th wall puzzles, etc.
When you're dealing with things, logic works. When you're dealing with people, feel works.
Civ 6/games in general are not people. I know the UN and other morality fools get confused about that, but we can do better

.
I'm not defending or advocating the game design of VI, only stating that some folks find entertainment in very different ways within the confines of a game. As evidence, GS launches, I start a game of BERT...
That is why there are different games, game genres, and non-video game entertainment.
What I'm calling out are statements with logic akin to "I hate all games unless they have dominoes", then in the next sentence saying that chess is that same person's favorite game. That isn't coherent, and it shouldn't be used to inform decisions about how chess should be designed or played. Alphazero shouldn't start putting foreign objects on the chess board.
Wait, isn't starcraft all about the twitch? Not for me.
Not for anybody optimizing to win. The event that started this thread is evidence.
In Civ, victory conditions are clicking faster to win. I'm just not into fast strategy. So sue me.
In StarCraft, if you join games with teammates and don't attempt to destroy opponents' bases you'd be rightfully banned for griefing. What you do on your own in SP doesn't matter, but it still shouldn't influence how StarCraft is designed or units are balanced.
As I said, if the developers don't anticipate that the game is fun, they should make the game differently. There's no law stating that Civ needs 4+ victory conditions, single winners, or any particular VC or rule. Those were all things the devs intentionally put in the game. Why, then, are they openly admitting they don't think the game when played to incentives is fun by instructing their AIs in the spot of a human player not to play it?
Nobody seems to be able to answer for that one.
Yes they are, on a fundamental level: In real history you don't achieve "victory". So we can either drop the victory conditions altogether, or have a purely gamey AI, or something in between. I choose something in between and I dont see anything wrong with it.
What is "wrong" is using incoherent rationale as a basis for how the game should work. You get arbitrary results and a lower quality game.
Maybe reasonable was wrong choice of words on my part. Strictly speaking not every ruler acted what I'd call reasonably. What I meant was believably. Believably as leaders of a country and not as gamers in a game.
It's very hard to create all the right initiatives for the Civ leaders to make them act believably as real life rulers.
Civ AIs that lead civ *are* gamers in a game. They are competing players taking a slot that could also be a human, and operating under the same rules as a human.
The quoted logic is incoherent. Civ 6 rules represent the world in which the Civ 6 leaders "live". When Civ 6 leaders ignore the game rules,
they literally *can't* be behaving historically. The concept is an oxymoron. Historical leaders didn't ignore their incentives.
The art is to make the game gamey (for the player) while also keeping immersion and a semblance, or a feeling of "realism".
Quoted feeling of "realism" is objectively fake.
Example: while in real life we too had a space race, USA and USSR didn't even consider to go to war to prevent each other from being the first.
What do you think would happen if someone winning the space race meant "game over" - the other country couldn't continue to exist? Not only did USA/USSR consider war and engage in proxy wars in real history, but I expect nukes would fly under this hypothetical.
But in civ the game, not doing that likely results in you losing, so a gamey AI should definitely do it.
Exactly right. In the game, the incentive is to attack. So the player/AI should attack if trying.
Even if technology is already there, the amount of work needed would make the price of the game ridiculous.
You seem to be misunderstanding the proposed solution.
I'm advocating completely changing the rules of the game, not going into some advanced tech AI design. My whole point is that so long as the devs consider the design of the game itself poor, having a good AI isn't even a practical goal.