In civ 5/BE, having high culture gave you access to empire wide bonuses which you coldnt get any other way and could be very game changing. There was no way you were going to get enough culture to max out all the policies so you had to pick and choose which to focus on. In particular, polciies that gave you health/happiness were critical to make sure your empire kept growing.
In civ 6, the civics tree is just another tech tree and most of the policies are meh or very situational. You dont have anywhere near enough policy slots either so you have to keep switcing cards out, whereas in civ 5/BE the bonuses you got were permanent. Cards also become obsolete...which is another problem, because it means that you SHOULDNT focus on culture. If your culture outpaces your techs, you get disadvantaged.
The entire system is setup to encourage that your culture stays at roughly the same pace as your tech, or slower than your techs, because while you get inspirations for researching certain techs, you dont get eurekas from researching civics. Cards can get obsolete from progressing in culture too fast, but with techs, you always get a better upgrade, which is not true for civics (having a +15% production bonus for industrial and later wonders does nothing if tech wise, you are still in the renaissance age).
In particular, being able to build archealogical muesuems is pointless unless you have the tech to build archaelogists.
Just off the top of my head, in BE, you got bonuses like extra health, extra production, etc...none of those get obsolete except for the ones that offer bonuses vs aliens (since aliens cease to be relevant mid-late game like barbarians). Having high culture helped to boost food, hammers, science, etc...having high culture in civ 6 doesnt really do that. The +1 production per city card you get at the start doesnt get upgraded as you go through the civics tree (e-commerce does not really count).
In civ 6, the civics tree is just another tech tree and most of the policies are meh or very situational. You dont have anywhere near enough policy slots either so you have to keep switcing cards out, whereas in civ 5/BE the bonuses you got were permanent. Cards also become obsolete...which is another problem, because it means that you SHOULDNT focus on culture. If your culture outpaces your techs, you get disadvantaged.
The entire system is setup to encourage that your culture stays at roughly the same pace as your tech, or slower than your techs, because while you get inspirations for researching certain techs, you dont get eurekas from researching civics. Cards can get obsolete from progressing in culture too fast, but with techs, you always get a better upgrade, which is not true for civics (having a +15% production bonus for industrial and later wonders does nothing if tech wise, you are still in the renaissance age).
In particular, being able to build archealogical muesuems is pointless unless you have the tech to build archaelogists.
Just off the top of my head, in BE, you got bonuses like extra health, extra production, etc...none of those get obsolete except for the ones that offer bonuses vs aliens (since aliens cease to be relevant mid-late game like barbarians). Having high culture helped to boost food, hammers, science, etc...having high culture in civ 6 doesnt really do that. The +1 production per city card you get at the start doesnt get upgraded as you go through the civics tree (e-commerce does not really count).