Boris Gudenuf
Deity
Your point is somewhat valid, but also to some small extent reductive and missing the point of some of VI's design choices. If the point of VI was to represent cultures just as much, if not more so, than empires, then having a single culture hero "personifying" those cultures actually makes more sense in VI than it did in any prior iteration. This, in turn, strengthens the mechanics, because a well-designed leader communicates their respective civ's ideals, playstyle, and diplomatic tendencies. It allows the player to (in theory, at least) treat civs more as players rather than just obstacles. Whereas in the past, leaders led their civs, in VI to a large extent they are their civs. Tamar personifies Georgia. Gilgamesh personifies Sumeria. (I admit, there are some odd deviations on the roster like CdM, but largely the rule works more often than it doesn't.).
Well that's just worse. IF Civ VI is supposed to represent Cultures, then their method indicates that they think Cultures are Monolithic and Unchanging from 4000 BCE to the present day. I'm sorry, but compared to that Howler I'd have to prefer even the Humankind approach, which at least acknowledges that cultures change. Of course I don't like the way they have cultures change, since it appears to be based on a set of historical 'patterns' that are all fixed - you have the same set of 'culture choices' regardless of what has happened in your particular game, which is almost as silly as having no choices at all and expecting the culture of, say, the India led by Gandhi to be appropriate for 6000 years, even assuming the same culture lasted anywhere in the world unchanged for 6000 years.
For me, it depends on what the game is trying to do, and whether that is worthwhile and/or beneficial to the public good, or at absolute minimum benign. I found prior civ games to be rote, masturbatory Western-centrism with fairly low artistic/cultural ambitions and to hold very limited educational value, given that they were largely "pop history" as found in condensed AP World History textbooks. A rut that it seems Humankind is also seeming to fall into. What I like about VI is that, despite having all the limitations and baggage from the past twenty years of the franchise, is trying to open up minds to cultures and people and parts of the world who are often omitted from said pop history media and literature. So, unless Humankind reveals some grander, politically conscious thesis, I clearly will end up preferring VI's nonsense--structured with goodwill and intent--over historical nonsense which has nothing more insightful to say.
Civ VI may be trying to open up to other cultures, but it misrepresents those cultures and ours (whoever we are) by assuming a monolithic and unchanging nature of those cultures. That, to me, implies that there is no history: that everyone is doomed to keep attempting to solve new problems in the same old way for lack of any ability to change their way of life or way of thinking. What a wretchedly negative image. And an absolutely false one. I am not in any way saying that people and cultures do a good job of adapting to the New or Different: the phrase 'kicking and screaming' describes the usual response, but if I were, like Civ VI, to give up on the very possibility of change and adaptation, there would be no point to my life, which has been the study of history - the story of adaptations, both successful and unsuccessful, throughout human existence.
And, on a lighter note, there is already quite a bit of speculation concerning the breadth and variety of the Humankind 'civilizations' but I don't think anybody has a complete list of them yet. As you imply, they may be Early Civ-Type Eurocentric and Simplistic, but we don't know that for sure. Also, having apparently ditched the animated Leaders that make new Leaders and Civs so expensive in Civ VI, Humankind may be open to a mass revamping or adding to of the cultural choices, either by additional DLCs or Mod activity.
I guarantee if they give us a 'canned AP History' view of the world cultures, I'll be the first to start advocating Alternatives, and I doubt that I'll be alone . . .
. . . I am mostly talking about how the map is modeled and how clearly it conveys gameplay information to the player, not the GUI.
The Map IS part of the GUI, in that it (supposedly) conveys gameplay information to the gamer through its Graphic Representation of the 'game world'. Otherwise, we'd all still be playing Pong.