Is there a difference between board games and strategy games considering there are strategy board game? That being most 4X games, including all the Civilization games, in my opinion, do inherently feel like strategy board games anyway.
This is coming from someone who does play more of these types of games than the ones on the PC.
I fully agree with Boris, a computer can give you more than a strategy board game feeling, I had that "lead a civilization to stand the test of time" feeling when playing civ4, while civ6 feels, by design, like a naked board game. Maybe a good one, but not something I want to play on my computer.
About the pool, I suppose I don't need to tell you my choice, but honestly it wasn't as obvious for myself as my vocal demand for the DLL may lead to think.
At this point in development, I may prefer to have them mostly working on civ7 than civ6, and from what I see from the NFP releases, it may be the case.
Now, why ?
I think they were not lying when they said that they started from scratch for civ6, and I also believe that it's the version of the game for which they've put the more work into the modding tools.
But maybe they were lacking time, and as a result civ6 feels like a draft on that side, promising, functional for most part but unfinished. I also know that they've put some work in the WB since release, but not enough, and same for the other tools, there was some additions, but more like maintenance than new features. Same feeling for the art-related tools, promising, functional, but lacking streamlined features that I think the framework could provide, at this point it's still a very big step to learn how to use it and make simple mods.
Taking a concrete example is the modifier system, fantastic to apply an existing effect on any object with predefined conditions, all without scripting for the modder, just requiring logic. But yet there are still effects that are applied to specific object only because they are defined not as modifiers but hard-coded property in an object-specific table in the DB.
Makes me think that the modifier system was added after the development has started, makes me wonder how much more interesting for modders would be a civ7 always using the modifiers system for all effects.
That would not prevent me to ask for good scripting capabilities too, but if I had the choice, I'd prefer to have finished civ7 modding tools based on civ6 draft with a (promised) later DLL release in its development cycle than a DLL release now on a development-(un)finished civ6. (BTW now that I've seen modding framework allowing multiple DLL mods working together, I would hope to see that adapted for civ too)
And of course if DLL is something we'll never see again in civ, I'm not concerned, after being a game not made for me anymore, civ will be a modding framework not made for me either, but I'm sure other modders will love it.
I've stopped modding, but I'm still following the scene (here, reddit, steam, hey even on discord now, and on a totally different subject, as a personal bonus, using that tools allowed me to get my new hardware at a decent price even with low stocks and scalper bots, so thanks to the community that had moved there

)
And I've the impression that the civ6 modding scene is either dying or gone in hibernation (could be wrong, but then I don't know where they've gone), waiting for something. And without any mention of modding additions since the NFP was announced, I don't know if it will wake up (edit: for civ6).