Anarchy - How many hours did you play before you realised this is a thing?
0 hours. I was following pre-release videos and info
And I avoided anarchy ever since. Never felt the need to go to some previous government, tbh. Yes, it is pretty much irrelevant.
Paying to Unlock Policies - It's a button that exists. Imo I should only get free policy changes after changing governments (since this should already have an anarchy cost) or unlocking the first civic of a new era. It's both too easy and repetitive. (Human player)
I know this button since the release, and I may have used it once since the release. Maybe twice. When I was too forgetful to change my policies during routine free opportunity. You're right, some changes should be in order. Either government and policy changes should have some run-in period, or anarchy, or associated running costs. Now it is just too easy to arrange for free change opportunities. On faster game speeds this button is completely irrelevant, maybe on Epic and Marathon it could be somewhat useful.
War Weariness - I don't think I've ever even noticed this whether I'm warmongering or not. It seems like whatever impact it's supposed to have, it's not doing it adequately.
?
When I'm at war, I check the third reports tab regularly. It is, by far, the most transparent of the three, the first two being the definition of painful nightmare while looking for relevant info. But the current war weariness can be checked relatively easily and when it begins to go into cumulative -30 and more, there may be some slight production problems. Or loyalty problems due to unhappiness. If you plan and organise your wars as efficient blitzkriegs, you won't get that, but if your wars become very protracted, you'll feel some effects. But war should bring more serious consequences. Maybe units should require some food upkeep during wartime? To retain full combat strenght?
Free Cities - They are there... kinda. Free Cities never last very long. They should imo have +15 base Loyalty. Automatically at war only with the Civ from whom it defected. Other Civs can send trade routes to Free Cities, causing extra loyalty pressure for each trade route. Amani's Emissary Promotion grants +5 Loyalty to your Civ when established in a Free City.
That depends. I saw up to four cities break into Free cities and form contiguous territory. Like lawless barbaric no man lands. That looked cool. It would be even cooler, if they could form a new nation, if left alone long enough, but knowledgeable people on this forum said it was rather complicated from the coding side. So I think that although something could be done to make them more interesting, it is not among the most pressing priorities.
I will use the opportunity to interpret the title of this thread very literally and will say that:
a) the remaining running time of all your trade routes is completely invisible, UI won't tell you that
b) the projected running time in turns of your new trade routes is completely invisible, UI won't tell you that (in fact, it will shamelessly mislead you)
a) and b) are kinda important for Reform the Coinage dedication
c) luxuries that you or AI really need are completely invisible in the deal screen, UI won't tell you that (without extra painful effort)
d) once a deal ends, your former trading partner and all the deal details, as well as the very fact of the end of the deal are completely invisible, UI won't tell you that
e) when you change policies, their effect is completely invisible (UI won't tell you that) until you confirm, so no comparison of different options is possible, therefore some potentially useful policies may remain overlooked for ages
f) and so on...
Firaxis, please, add adequate User Interface to Civ 6. It's been almost 4 painful years already.