I wasn't expecting a huge gamechanging balance every time considering they've confirmed there'll be monthly patches, so this is fine, although I admit it's pretty boring.
Some random thoughts...
Red Death - Season 2
Who cares about red death? Not me and probably less than 5% of the civ 6 playerbase
Natural Wonders
- Eye of Sahara: +2 Production and +1 Science base yield while still providing +3 Science and +1 Production once the game reaches the Atomic Era.
- Yosemite: Additional +1 Food while still providing +1 Gold, +1 Science, and +2 Appeal to adjacent tiles.
- Cliffs of Dover: +4 Appeal to adjacent tiles and still provides +3 Culture and +2 Gold for land tiles. (Before just+2 Appeal.)
Dover still sucks. They should have given the base plains hill yields to the tile as well. Other changes are pretty unremarkable.
Religion/Beliefs
- Lady of the Reed and Marshes – Pantheon: +2 Production from Marsh, Oasis, and Desert Floodplains. (Before just +1 Production from Marsh, Oasis, and Desert Floodplains.)
I don't think this'll rise to the level of general usage, but situationally, you're going to get some really awesome games with this. Probably as Egypt. Too bad you can't Polderize marshes like you could in civ 5!
- Dar-e Mehr – Worship: This building is no longer pillaged by Environmental Effects. Still provides +3 Faith and +1 additional Faith for each Era since constructed or last repaired.
So JUST the building is immune to environment? Should have made it the whole district, at least.
- Gurdwara – Worship: Grants +1 Housing, +3 Faith, and +2 Food. (Before just +3 Faith and +2 Food.)
- Pagoda – Worship: +3 Faith and +1 Favor (Before +3 Faith and +1 Housing)
- Feed the World – Follower: Shrines and Temple provide +3 Food and +2 Housing each. (Before Shrines and Temples provided Food equal to their Faith output.)
Good, pairing food with housing makes sense
- Work Ethic – Follower: Holy Site district’s Faith adjacency bonus provides production as well. (Before just +1% Production for each follower up to 15%)
Does it do the adjacency AND the 1%/follower? Wow. That's nuts, and I'll probably be picking this every time. Heck even with only the adjacency, it's great.
- Cross-Cultural Dialogue - Founder: +1 Science for every 4 followers. (Before +1 Science for every 5 followers of this Religion in other civilizations.)
This is almost like the "pop = science" tall boost from civ 5. I like it. It also gives you a reason to use religion if you are a science civ.
- Tithe – Founder: +3 Gold for each city following the Religion. (Before +1 Gold for every 4 followers of this Religion.)
Since I like playing tall, I usually picked Tithe over Church Property, so I'm a bit sad to see it go, but this is a decent compromise.
Overall, I like almost all the changes here! I do admit they are mostly quite minor, but still good. I look forward to doing a religious science game using either Reeds and Marshes or Work Ethic, paired with Cross-Cultural Dialogue. Probably as someone like Russia, Japan, or Brazil, who can get good high adjacency Holy Sites. None of them are great at building tall though... I suppose you can get tall from jungle chops with Brazil?