to me the most annoying bug is the previous-build-bug - and it has yet to be verfied this has been adressed by this patch or not... (Don't have time to play right now...) Anyone can confirm???
Another one I'm feeling much annoyed by is the pin-bug because I like to use pins... I'm pretty sure this is not the highest priority though...
Concerning the restrictions introduced to production-spread and amenity-spread - I don't understand the whining, especially when it comes to people who didn't play the patch yet or had the chance to test it...

The lesser you want to have a certain district in all of your cities but focus on specializing each city the better IMO.
This "underwhelming" patch comes with the DLC (which I personally find more underwhelming TBH - szenarios *yawn*) - I would have expected more progress concerning UI but obviously this wasn't the focus of the patch. In general the patch leads into the right direction...
They work on the AI but it's not enough - granted. But they work on it...
Seems to me like adding sentry mode was the only major change they added. The bug fix list seems extremely underwhelming given 30 days. They couldn't fix previous build? How hard could that have been? And calling it the winter patch makes my really skeptical how many patches we will get in the next 60 days.
Correction, they did finally fix previous build, but did not list it in the patch notes. Maybe someone could gather the list of missing patch notes for fixes.
Sentry mode surely is a VERY good change!
I'm quite sure, dlc-release a few days before christmas determined the deadline - everything finished by that date made it into the patch, everything else didn't... IMO that's why the patchnotes seem to be a bit "disorganized" and "collected" if you know what I mean.
I thought the stacking bonuses were super neat. I loved placing a ring of 5 industrial zones that would transform a central city into an industrial colossus. I really think this mechanic was a winner--it called for tougher decisions in district placement (do I place this IZ where it can affect a fourth city, or do I place it where I get the best adjacency bonus?) and was very satisfying when you got a good grid of industrial zones. It was also fresh and unlike anything a previous Civ game had ever had, as far as I can recall anyway. I'm sad to see it go.
To me it makes district placement even more of an important decision - And I likely won't build IZs in every City anymore. Which is good!
Furthermore adding pop-reqs for unique districts will help to think twice which city REALLY need IZs...
Commercial Hubs next, please!
I tend to neglect Entertainment districts often (Am I alone with that?) and seldom build them regularly until quite late in the game so amenity-spread won't have that much impact I assume...
seems to me that they got scared of this mechanic and quickly reverted back to the hated Civ5 model of few cities. If you combine this new nerf with the amenities model of 4 cities for your whole empire, you can tell what their intention seems to be
I disagree - There's not any intention to be seen to get back to the 4 cities-model of CiV. I would HATE that! All it means is think twice which city really need an IZ. Why on earth should you want to build less cities just because the 6-tile-spread of the IZ only refers to the highest yielding IZ?
And now that you get only the highest bonus, how is the UI going to meaningfully present that restriction to the user?
Stinks of desperation fixes for an underlying flawed/broken design; the implications of which haven't been completely thought through.
I don't really understand where you are coming from. If I'm right and we stop building IZs in all our cities the problem simply doesn't occur. If I'm wrong and we all continue to build IZ-carousels the cities get the highest available yield the can get from any of them - it just doesn't cumulate anymore...
Stinks of nothin' - just a balance-question...
Honestly, I really feel that people are judging the patch way, way too harshly. Just like player1 said, I think being are overestimating just how much can be done in 30’s days in order to overhaul the AI and fix the UI, stuff which people still have an issue with and completely tunnel vision on them, instead of looking at the changes themselves and judging them.
Plus, you know... it is December. It is 4 days till Christmas. I’m pretty sure Video Game Developers are allowed time off for Christmas in order to go visit their families and friends. They are people after all, not machines. I feel like people have been forgetting that.
I still laugh at comments about Civ 6 not being creative at all. Like, hello? Have you even PLAYED the game? Admittedly, I don’t know how many elements might have come from other titles, and weren’t just straight up created by them, but I still feel like it is a fantastic change from the previous titles.
Now, as for the balance patch itself. The main things to discuss is the Unique Districts Costing Population and Factory/Stadium stacking being eliminated. The former, I agree is an essential change, as the Unique Districts were quite simply far too powerful as they were then. Now, though, they are a lot more balanced, so there is going to hopefully be a lot more choice and flexibility in multiplayer. It’s not perfect or anything, but it should still help out quite a lot.
As for the stacking, being eliminated? I’m... torn. Districts and Wonders can take ages to build in the late game, and the Industrial Zone stacking means I can’t have 3 cities close to one another, each with a Factory to give one another a boost. On the other hand, it allows you to spread out easier and play to the land that’s around you properly. Plus it does mean that you can help specialise a city, have a ‘Production City’ that augments the other cities around it, so that they can focus on other districts, like science or culture.
Thanx Tempestfury - Exactly!

Just before the patch came out tonight (europe here) many were angry stating - "They shouldn't dare to make a dlc without a patch" "make a patch first and fix the damn game" "Hopefully it's not only a mac-patch" "I assume it will focus solely on MP" "If it's not about AI it's useless"
Now we get about 800MB (?) of improvements and it's the usual whining again...
Well, it is not the patches themselves that they done in 30+30 days that are to be criticized harshly,
but the AI they dared to release in the very beginning...
The AI as of now makes the game unplayable...
/oh yes, I haven't played the winter patch yet, but the patch notes has not a single word on combat AI... and not much else AI either/
I'm quite certain AI won't be much better combatwise after this patch and I have to play the patch in order to see if the trade- and other AI-improvements really help. The combat AI surely is the biggest issue of ciVI and I hope they'll adress it asap. But the game is not unplayable, not the least! It's just...not the competition I have hoped for...and in that regard almost like all the other vanillas of the civ-franchise...

Reading the patchnotes it seems to me this patch wasn't focused on better AI at all, they are rather still in the bugfixing/balancing-mode...
Next steps to me would be preferably:
SDK and opening of Steam workshop to get decent mods (UI mainly because I have my doubts Firaxis' gonna fix it...)
AI-improvements