The climate stuff is probably the most insignificant gimmick introduced in civ 6. I don't know why people keep bringing it up as a good thing. I've played 800 hours of civ 6 and I have NEVER had a game, where climate change had a serious impact on the game. Yes, I've settled cities, which where exposed to level 2 flooding but nothing a flood barrier can't solve. It's just proves developers had an approach of "quantity > quality" (which is unfortunately the case for the majority of the gaming industry). I mean I understand the business model and most of us have probably been gaming for long enough to know that successful games often migrates into a more "profitable business model". There is so much content in all modern games, in all genres but alot of the stuff just comes up as neglectable or unpolished. It just sells better. But I hope they realise at some point that a modding community can increase the value of a game, instead of cutting them off to maximize short-termed profits. Look at Skyrim, or civ !V.
Nice to finally meet someone else who is critical of the climate stuff of GS. And honestly, I don't think it's just a design failure, but also a feature of the global warming itself - how are you supposed to make a major mechanic out of the process which historically only started being relevant at the very end of 20th century? I mean, seriously. The game lasts from 4000 BC to 2050 AD. Of this, IRL global warming is a significant phenomenon on civilization level maybe since 1990s. It's basically the feature only significant in the very last era of the game, if made realistically. I honestly think climate change in civ6 is more about message and virtue signalling that anything profoundly impacting the gameplay. I'd go even further, I consider all environmental effects of GS insignificant. They are basically a shadow of usual feature of other such games, random events. Few random events per game is not something profoundly impacting the gameplay, it's more of a flavour thing (God these games need random events and such dynamic processes so desperately). And again, it's reflected by the reality itself - tell me, how many cases do you know of volcanoes ending civilizations, besides one moderately sized city of Pompeii and Minoans? I won't even comment on the presence of blizzards and tornadoes on the scale of centuries and continents, cause that's just stupid. Global - sized imperial - scaled game shouldn't follow such micro events, but here we are.
Climate has been very influential in the world history, but in much more subtle way: dynamic changes of regional patterns of climate in the background. You know: small ice ages, climate optimums, centuries lasting droughts, desertification. Such things were very interesting and influential. They had their impact on the collapse of Maya, rise and fall of Andean civilisations, North American natives, history of Sahara, fall of Rome, Migrations of Peoples, early modern European economy etc. Now if something like that has been happening and you were forced to adapt to that, that would be very interesting. You don't get perfect, predictable, fertile area forever - in one age yields may drop for you, slightly, but enough to cause a deficit and crisis. This way global warming could be an influential mechanic in the information era. Of course that would be too deep for this game so it could never be in.
Don't get me wrong, it is nice for the game to have an occasional volcano and moderately important global warming. But those are small micro features, third tier of importance for the global strategy.