Lots of very insightful comments and observations! Diplomacy is a pretty big topic and certainly quite complex due to a huge number of factors in game, agendas being certainly sold as one "CivVI grand new ideas" by Firaxis. I like very much the concept but as it happens very often - implementation is much more difficult.
Conceptually agendas are supposed to be an emanation of a leader's individuality and/or character. They may be related to the type of game (victory type) a leader is playing but I am convinced that they must be. Lots comments point out that e.g. X goes for culture usually, and the agenda is "likes high culture" and it should be the opposite. Well, it certainly it could be but why should? It is well known psychological fact that we like people that are similar to us, have similar hobbies, interests, etc. There is no imperative for me to dislike others who have high culture output if I am going for culture victory.
Heck, I could also imagine that there could be leaders with opposite agendas (there in fact are, just not in the culture case), i.e. some may like you for doing stuff, and other may hate you for doing exactly the same thing. That is I suppose the true goal of agendas, especially if you add random agendas to the mix. Increase playability, so not every game is the same, etc.
But like I said, implementation is a different topic. I am reviewing various components of the diplo system and e.g. random agendas are a mess. Lots of bugs and/or really weird design decisions. But there are also tons of opportunities to make it much better, that is for sure.
Conceptually agendas are supposed to be an emanation of a leader's individuality and/or character. They may be related to the type of game (victory type) a leader is playing but I am convinced that they must be. Lots comments point out that e.g. X goes for culture usually, and the agenda is "likes high culture" and it should be the opposite. Well, it certainly it could be but why should? It is well known psychological fact that we like people that are similar to us, have similar hobbies, interests, etc. There is no imperative for me to dislike others who have high culture output if I am going for culture victory.
Heck, I could also imagine that there could be leaders with opposite agendas (there in fact are, just not in the culture case), i.e. some may like you for doing stuff, and other may hate you for doing exactly the same thing. That is I suppose the true goal of agendas, especially if you add random agendas to the mix. Increase playability, so not every game is the same, etc.
But like I said, implementation is a different topic. I am reviewing various components of the diplo system and e.g. random agendas are a mess. Lots of bugs and/or really weird design decisions. But there are also tons of opportunities to make it much better, that is for sure.