Pythakoreas
Chef Tain
There are mod tools out, but afaik the modders are still waiting for more.
One of the reasons I'm defending VI is because I've seen it greatly improve with patches so far, so there's that part already.
District system: The whole idea behind the system is forcing you to specialize in some things and abandon others, and to be fair, there's only 3 districts (maybe 4 because Theater Squares need so much work in order to grant any real culture that you're already aiming for a culture victory if you really work on them) that are conditional or bad, and those are the Holy Site, Aquaduct and Spaceport. Holy Site and Spaceport are very much about one victory only, whereas Aquaduct is just not worth it. For the rest, I build all districts in all games, and while I indeed build more Commercial Hubs than I build Entertainment Districts, that doesn't mean I'm abandoning Entertainment Districts.
Dual tech trees: Maybe it can be overwhelming, I don't know. But I don't see how everything should be as low a threshold as possible. Sometimes, you make something more complicated than the bare minimum because it simply makes for a better game. And I don't believe it's too difficult for new people to understand.
Unique great people need some balancing, sure, but it adds a lot of flavour compared to every great person being the same.
Amenities/happiness: But you don't have to micromanage the cities. That's done automatically. All you, as player, need to do, is add a source of amenities if there's an unhappy city. And excluding giant metropolises it doesn't even matter where you add the source of amenities, as the game just pushes luxery resources around. On top of that, I was mainly referring to unhappiness being handled per city, meaning you no longer have the instant -75% growth when you're unhappy, as well as getting a boost in production and everything when you're happy, which means that there's actually a benefit to getting more happiness, while Civ V was "you get nothing for being happy but if you're ever unhappy all your people now refuse to reproduce".
Movement rules are debatable; I really prefer this, but I can see people preferring the Civ V ones. But there's a reason I ended my post with "not even one of them?"
You can't deny that the AI has improved in it's use in archers. It may still be horrible at fighting wars, but that wasn't my point. My point was that it's use of archers had improved. Mind you, I was replying to someone who said that VI was in each and every way worse than V.
How many roads were built before the medieval era other than through traders? Only the Roman roads (built by Legions... check) and, from what I've heard, the Persian roads (who have the bonus that their roads are a level higher than other roads in the same era). Maybe it's inconvenient, but it's accurate and it adds a great flavor.
Propose something better than builders/workers.
You haven't tried diplomacy. To be fair I haven't tried it a lot either, though I still know how to get as many people to like me as to dislike me, but if you want to know what's possible with diplomacy, just ask the forumer Victoria. She's had things like 6 other civs in the game, alliance with 5 of them.
For the agenda system, I was referring to V's system with a lot of invisible modifiers and leaders lying about how they thought of you. There, you had no idea wheter someone liked you or not, even if there was a Friendly/Neutral/Unfriendly, wheras here, you can see why they like or dislike you (assuming you have at least one of delegation/embassy, trade route and printing press) as well as their sore points (for the hidden agenda, you can often deduce it from what they say to you about it, otherwise you simply need two of the above), so you can at the very least take steps to avoid it.
And I was talking about the gameplay of civs being more unique. Not their leader screens and music.
This should be exhaustive enough. Again by Victoria.
https://forums.civfanatics.com/resources/culture-victory-guide.25713/
You're still replying with someone who thinks VI is in most ways worse than V. The culture victory seems a clearer, but the game is still nasty for essentially hiding one of its victory conditions - unacceptable in my book.
I can't propose something better than workers or builders, but basically they're both really silly systems when you think about it.
District system basically spreads out your spies and puts restrictions on which building you can have. You can't have a shrine without having a full-blown Holy Site. That's a bit inconvenient though. And having to choose your districts with some clearly more useful than others is more restriction than freedom.
The civic tree is essentially empty at the end, we should reward better culture-focused players by having sweet sweet civics they can get before others.
Checking every city for unhappiness is basically micromanaging. The larger your empire is the more tedious it gets. With the possibility of rebel units appearing if you ignore this tedious task it can be annoying.
Everybody hating you and declaring war on you for no reason is a very well-known problem to begin with, this is one of the things I want to see absolutely fixed before I play Civ6 again. And no I won't try to please an AI in a video game for one match. It's tedious and pointless. I can put up with the Civ5 AI despite all of its flaws.
For the "agenda" system, I hope you know how to see modifiers in Civ5, you point your cursor on top of Friendly/Neutral/Guarded/Hostile and you'll see Green and Red texts, these are why another civ won't/will like you. The Civ6 AI doesn't accept delegations/embassies most of the time (again, not my fault, it's the horrible diplomacy AI) and declares war on you for no reason so it's borderline pointless. Main/Hidden agenda system has to be improved, not eliminated; in fact, I waited for this feature!
Gameplay is more unique for each civ? Really? Having flat combat bonus points is more unique than swimming in gold for discovering Natural Wonders(Civ5 Spain)? Extra happiness for depleted luxuries(Netherlands)? GP generation bonuses for friends(Sweden)?
At the end of the day CivV was about snowballing Science, and CivVI is about catching up to production inflation. Pretty much the same story for every civ...