Marla_Singer
United in diversity
I think you've neatly captured the thinking behind Civ 6. And also why I found Civ 6 so boring. I disagree that Civs 1 through 5 were designed with this philosophy in mind. At least, I personally never played any of them with that mindset, and I never felt like the game itself was designed to provide that experience. I love SimCity / Cities: Skylines, and I love Civs 1 through 5, but they occupy very different spaces for me. I enjoy them both for different reasons. Civ 6 didn't provide either experience well, for my tastes, but it was very popular, so I can't say the dev team didn't do a good job. But I can say that they took the game in a different direction than prior iterations of Civ, and seem to have continued that with Civ 7, focusing on "win your way", i.e. the journey where the ending is already known.
Let me clarify this a bit more. Some people play city builders to create beautiful aesthetic designs, like a gardener, but that’s not what I had in mind at all. Maybe a better example would be Transport Tycoon or Transport Fever: you try to build something efficient, and then challenges emerge from the simulation that you need to solve. It's in that sense that I see similarities with strategy games. Now the big difference is that in strategy games, the challenge mostly comes from AI competitors, which makes them more dynamic and unpredictable.
My personal problem with the newer Civilization iterations is that they feel more constrained and guided than older ones. I haven't played Civ6 enough but from what I understand, replayability mostly comes from the different RPG-style traits of leaders and civilizations. Therefore, it feels more "scripted" than the emergent situational complexity I was trying to describe. I don't know if that's clearer.