Great, now I'm going to start noticing all this stuff. I'm not sure I understand #3 though
I've definitely noticed #1, but thought it was my mouse and/or me messing up
War weariness - without looking up Victoria's posts on it, how do you determine how much each action contributes to WW in game? What do you get for killing units inside/outside territory...and does killing inside/outside matter in this game like it did in Civ 4? For declaring war...and how much does a given CB reduce it? What are the cutoff points for penalties in your own cities?
It's not an isolated problem. Sometimes, the game will show units greyed out and tell you why you can't build them. Other times, the game will not make the unit even visible because you haven't met conditions, internally inconsistent to showing greyed out units sometimes.
Warmonger penalty? Think you know how that one works? It turns out you get more warmonger penalty for taking cities after someone declares on you than you do if you were the aggressor in Civ 6, because reasons that the game never actually displays anywhere.
In this regard even Civ 4 was pretty bad, but the newer games are worse still.
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As for #1, consider that in Civ 4 you could select multiple cities with control-click (or using the city list screen), and queue builds in all of them simultaneously with shift-click. Let's say you want to queue 3 things in 5 cities. In civ 4 this is 8-9 inputs total. In civ 6 by default you can't queue, and it will take at least 3 inputs to make each single build per city...this particular scenario is 5x more inputs to do the same thing.
#inputs continues to scale up awfully as you increase the number of units and the number of cities to control. You get non-linear variance in terms of amount of time doing rote micromanagement even when just comparing civ 4 to 6, and 4 was far from perfect. Hearing a developer claim they "streamlined" the UI to make it more accessible while adding hours to gameplay via that alone is laughable.
Very few players stop and do this math. Instead, they will just say that the mid-late game is more boring. The 1-4 hours (depends on map size) of extra tedium is spread over the game, and back-loaded. This is most glaring to players who are relatively fast, since it can be > than the time spent actually making decisions/playing the game. It's there for everyone though. It's further hampered by the design problem of making games that are functionally over take a while to end, but the UI itself is the bigger culprit for late game tedium. Even for relatively slow players that complete a game in 8-10 hours, having 20-25% of their total play time (more distributed in the late game) spent on rote inputs before making more decisions is not insignificant.