Except they are not? Lost count the amount of times we made that clear.
I haven't seen the demo, but from the RPS summary (units unstacking onto the existing terrain) it sounds like the Endless Legend combat system, which ended up being repetitive and tedious (albeit in part because of stereotyped AI behaviour, but the size of the maps and units' movement and combat options tended to make everything play out basically the same way every time for a given army configuration).
We have been inundated with sooooooooo many space 4X games over the last five years or so, and nobody has really made any effort to do historical 4X, which Firaxis has provden (and made) the most popular flavor of 4X.
Just mind-boggling it took so long.
Firaxis might be the reason it took so long. There are also the Total War games and assorted Paradox titles - they aren't 4x games but do scratch the historical strategy game itch and often do so in a structured setting that appeals more to fans of the actual historical period being treated than a randomised world sandbox.
Fantasy 4xes have always been a bit thin on the ground for whatever reason. There are a million space 4xes but no big names that ever conquered the market - Master of Orion fizzled out in the '90s where Civ kept going and nothing since filled the void. Galactic Civilizations is probably the closest a game came to establishing itself as *the* space 4x since, but no series has ever really got there while at the same time it's a popular enough genre that there have been half a million series and standalone space 4x games.
The city streets do look organic.
I hope in the final version there are algorithms to limit repetition to make it less obvious the tileset is rather limited - in the image shown on the first page, the same street layout (the leftmost block of streets, leading to St Basils) is repeated on the tile immediately below.
For people worried about the tactical combat on a sectioned-off-map aspect: In Endless Legend you can turn that off and just let the computer calculate the outcomes of two armies clashing. Usually this gives the AI a little buff. I haven't played Endless Space 2, so I don't know if you can turn it off in that.
In my relatively limited experience with Endless games, this runs into the same issue it does with Total War - autoresolving tends to kill or excessively damage units that you wouldn't lose when not autoresolving, and with the rates of unit production in Endless Legend that's not a worthwhile cost to incur.
Not sure about you but I really dislike the general design philosophy of civ6:
1) Low difficulty level. This is my greatest pet peeve. There were many indie and non-indie games over last years which were challenging and yet selling very well. Hell, even another Firaxis major franchise, XCOM, is relatively difficult game even without its insane Ironman "no savescummin" mode - and both iterations sold very well. People like to be challenged. People especially like to be challenged in supposedly serious strategy games. Pretty much all strategy games I know are more challenging than civ6 - Paradox games, Amplitude games, Total War games etc - all of them struggle with AI due to modern tech limitations, but they all still manage to achieve adrenaline pumping challenge much more often than civ6. I love difficult games and having to carefully plan my strategies and seeing how my every choice matters. And if we have eight difficulty settings, there really should be some option for players who want to be challenged, especially - without stupid desperate AI resource cheats. I don't give a damn how hard it is to program 1UPT combat AI, if it is impossible then I'd actually support changing entire stacking and combat system just to give AI a fighting chance. Imagine Civ game with optional difficulty level which makes sustaining thousand years of civilizaiton an actual challenge to stand the test of time, where you have to carefully plan development of your people to avoid dangerous bottlenecks, where you are sweating when in danger and raise your fist in the air when you manage to overcome obstacles... resulting not from AI having stupid crazy early bonus resources but from game design enabling our limited AI to be really dangerous.
2) Cartoonish graphics, Pixar leaders, ironic tech quotes, goddamn rock band units and general march away from even bothering to have some resemblance to history
3) Very abstract "board game" mechanics which neglect immersion and historical inspirations in favour of new sets of shiny bonuses to grab (along that shallow dopamine shot in your veins resulting from filling buckets with currencies)
4) Too many mechanics which are too shallow and too overloaded with countless sources of more bonuses, instead of "less but more" - less game mechanics but with more immersion, interconnection, depth and actual difficult strategic dilemma]
Sorry, catching up with the thread so a lot of comments to track!
1) Endless games also seem pitched at a relatively low difficulty level, and are less strategically complex/exploitable than Civ VI. This is a general philosophy of modern game design that you aren't going to depart from by switching to a different studio, particularly for long games (I suspect they want to avoid the frustration of players spending hours on a session only to lose late in the day) - try going back to games from the '90s and they're far harder than those now. Even XCOM from the '90s, and the new XCOM was explicitly designed to be hard because that's one of the characteristic features of the 'brand' as the Firaxis devs described it at the time.
Paradox games aren't particularly challenging at a strategic level if the example I'm most familiar with - Crusader Kings - is typical (and BattleTech is no harder than Firaxis XCOM and generally easier): once you understand the systems it's a lot of rinse and repeat and navigating random events and trait assignments in fairly stereotyped ways. Total War, I'd agree, has got harder in recent iterations, after dialing down the difficulty much too far in Rome 2. Warhammer II was a little too easy (but I was playing Lizardmen and having the game's most powerful character as your default general made everything too easy), but I haven't yet completed Warhammer I's final invasion and certain characters in Three Kingdoms seem to be a significant challenge.
All that said I've ranted about Civ VI's lack of differentation between its many difficulty levels before - I just think you're overstating how different it is from the rest of the field, and I'd be fine with its current Deity difficulty being the default or even Emperor as long as significantly harder levels exist.
3) Again we only have their past games as precedent, and these may or may not be reflected in Humankind, but Endless Legend in particular was very "gamey". It was as much an RPG as a 4x, with game progression fundamentally linked to following story quests and whole branches of the tech tree devoted to upgrading the special items your heroes could carry. Personally I consider it a far better RPG than a 4x game.
Alpha Centauri would like to have a word with you.
I know it was popular, and it was a fun system to play around with a kid, but in retrospect - both as a design principle and having gone back and played AC over the last few years - I consider the unit system a weakness of SMAC. Even at the time I only ever made the same units anyway - a buggy chassis with whatever my best weapon at the time happened to be.
I did however adore unit customisation in Master of Orion and miss it in most of its clones - but that was far more thorough than in anything since and required a combat system that no one now would have the patience for (the latest MOO's attempt to replicate the customisation but use - to most intents and purposes - automated combat shows that it really isn't the same when you don't get to control the units in game. Distant Worlds had the same issue).
I hope they ditch the sector based city placement mechanic a la Endless Legends and can actually place cities anywhere on the map.
From the screenshots, looks like the borrough system mechanic to expand a city is carried over here but in hopefully improved manner.
I wouldn't be surprised if it's similar to 40k Gladius, where you can settle where you want but can expand the city to a new tile as a 'build' action. This seems to be basically the new default, based on the EL burroughs - Civ VI's districts obviously draw on that as their inspiration.