No not even close, in civ 5 I get free goodies for doing literally nothing, like when I settle my capital I get a free settler in about 30 turns because I have sat on my ass enough to get the required culture to unlock that policy in liberty. Then I have to dit around doing jack-all for another 20 to get a free worker...
Tradition is even worse, oh look here is free infrastructure for your core cities! Even though you once again did nothing.
Much as you sit around freely accumulating techs and civics in Civ VI, really, and getting free bonuses from policy cards from doing nothing...
The core structural problem of Civ VI is that it combines the 'you can always change what you're doing to adapt' approach of Civ IV with the 'never any drawback' take on policies etc. of Civ V. You get the flexibility in civics, for instance, of Civ IV, with none of the trade-offs imposed by either that game or the 'either-or' approach of Civ V. Everything's free bonuses, everything can be changed at a whim, nothing demands effort or meaningful trade-offs. Era score, alliances and emergencies - all essentially free resources in one form or another - aren't anything conceptually different from what the game's been doing to this point.
Did I mention that you even slow the aqcuisition of these free goodies by actively playing? If I settle more cities so I can get more monuments to grab policies faster, I instead get stabbed with a nonsensical 15% increase to policy cost, which make these new monuments look like a Red Queens race (running running just to stay in place!)
This just suggests you're offended by the idea of having to make strategic trade-offs - on the one hand you moan about getting things for free, yet here you complain about not getting all the benefits that accrue from having an extra city - extra production slots, extra resource building availability, faster population growth - for free, as they are in Civ VI with its essentially unfettered expansion. It's much like complaining about settling cities in Civ IV because their "nonsensical" maintenance cost outstrips the funds they provide you with before they've been established for a while.
The Civ V implementation of these tradeoffs was hardly optimal, and its balance was sufficiently poor that you could feel railroaded into specific lines of play, but complaining about the underlying concept is precisely why we end up with "everything you want, without effort, FOR FREE!" games like Civ VI. If that's the sort of game you enjoy playing, good for you, but it's bizarre to then turn around and complain about that very trait - let alone in a game that, while not wholly innocent of the charge, isn't as guilty of it as Civ VI.
Now some Eurekas are a bit like this, but most of them require me to actually *build* or *do* something or at least explore the map.
All things you'd be building, doing or exploring anyway, exactly the objection raised in the post I replied to about era score. You even have the option of simply switching techs/civics halfway through until you get you free science and culture (to the extent that UI mods specifically alert you when it's time to switch), so you aren't even prompted to do anything in a particularly optimal order - something that, to its credit, does seem to be promoted by era score.
Yes, a few eurekas require you to build an ironclad or forts you otherwise wouldn't, but by far the majority reward just playing the game naturally - improving resources, obtaining great people, building districts, killing barbarians, growing cities, establishing trade routes, meeting civs and city-states, even getting a pantheon happens naturally in most games without a religion focus.