A recurring issue I've seen people discuss in V and now especially VI is the increasing number of game systems and mechanics, many of which affect few or even only one aspect of the game. These gameplay aspects interact little with other parts of the game, making them niche at best, or esoteric and opaque to casual players at worst. Probably the most egregious example at the moment is Tourism. Both domestic and foreign tourists at the moment are little more than counters for a cultural victory. While functional, none of the other victory conditions focus so heavily on a system so divorced from other aspects of gameplay. The science and production you focus on for a scientific and to a lesser extent domination victory have a plethora of uses beyond achieving the victory itself, and while faith and religion could use more work, the religious update and religion as a whole do give good use for religion outside of a total religious victory. Domestic Tourism derives entirely from Culture and serves as a defensive counter, so it does make sense for it to not affect much else because it's really just Culture with a different formula and name. But International Tourism is something that must be focused on in order to achieve one of the victory conditions, and at the moment it affects nothing else. It has 3 types of Great People largely dedicated to it, with little to distinguish them from one another. In that sense I would consider Great Works to be another game mechanic that are largely divorced from the rest of the game. Relics and Naturalists were a good start in integrating Tourism with the religious system, but from a design space perspective I think a lot more could be done. Things like foreign relations, income through tourism, loyalty, etc. could all feasibly relate to tourism. It's just that at the moment, the system is not only separate from the rest of the game mechanics, but also quite uninteractive; you collect things that give Tourism and by doing so hope to win a cultural victory. Theming is a small mini-game that gives some interactivity to the system, but it isn't much. I think a good example of an uninteractive system that was made more interactive with RnF is Envoys; in vanilla, they were simply a counter much like Tourism. With the new governors and spy missions, even if Envoys still serve the same purpose, there are more ways to manipulate them in the various CS's. I'm not saying that all systems should be both important all the time or integrated into one another; I do think, though, that a system should either be interactive enough to be interesting to use despite being narrow in focus, or useful in enough situations to justify being a separate system in the first place. I'm all for more mechanics, but that does mean more complexity, and for that to be worth it the new mechanics should feel rewarding to use. For instance, Envoys still only serve one purpose, but I think are in a much better spot now because there are more ways you can interact with them. Spies are another somewhat niche mechanic (partly because they tend to arrive in the mid-late game), and while the system could use some work, they affect a wide range of other gameplay mechanics and involve meaningful player choice if they are used. In concept I think the espionage system is solid, and hopefully with some polish it could be even better. The following are some game mechanics/systems that I've heard people consider niche or unrewarding to utilize in vanilla Civ VI: Tourism Great Works Appeal Envoys Espionage Religion Amenities In general, these are mechanics that players tend not to go out of their way to utilize unless they were directly relevant to the type of victory they were trying to achieve. This isn't a bad thing, and not all systems should necessarily be in use all of the time for all players. But mechanics like tourism, religion, and espionage require a moderate to significant investment for comparatively little reward when you compare investing the same amount of effort into science, production, or even gold. Part of this may be because they don't feel fun to use, or perhaps because they serve little use outside of a very specific purpose. So the main questions of this discussion are: Which systems serve their role fine as is? Which systems serve their role in theory, but feel unrewarding to use in their current execution? And which systems have an issue with the purposes they serve themselves, perhaps by being too narrow in focus or too irrelevant to care about?