So what do you feel is still broken?

For the love of god, if you have a mutualy beneficial deal with an AI (luxury they don't own for luxury you don't own, alliance) and the deal expires while the AI is still on good terms with you and would agree to prolong to deal, make the AI offer the deal to you!

While we're on the topic, make it so you can offer alliance and it automaticaly counts as friendship declaration instead of it being separate actions.

Mentioned several times, but teach the AI to use air units! It's such an important part of modern warfare, yet it plays little role in Civ modern time battles.

Again not the first person to suggest this, but do some systemic buff to tall/nerf to wide! I think easy solution would be making specialists better (add GPP, additional specialists yields locked behing certain technologies - possibly something like "specialists working in districts with powered up building +1yield").

Make politics concerning city states more interesting! Add pledges of protections, add ability to demand from an AI empire to cease attacking a CS, make your allies who wish to stay your allies not attack CS you are suzerain of.

Yeah, to me every "XPT" for "XPT" type deals (ie. lux for gpt, or lux for lux, or alliances) should have a simple auto-renew functionality if the AI is still willing to continue, and ideally should be able to be cancelled anytime. ie. if I'm trading cocoa for 7gpt, it should continue for at least 30 turns,so either side could cancel after 35 or 40 turns if you think you can get a better offer, but should be handled automatically. Most of the time I only find our one of my deals is finished when an AI offers me garbage for a luxury it reminds me "hey, wasn't I dealing this to Mali previously?"
 
You can see which cities are affected by war weariness in the city status screen.
In all my years of playing Civ I have never seen a city harshly affected by war weariness despite being at war for centuries (at marathon pace which is the only one I play.)

From what I remember of the formula when it was posted, it's basically a 'fail harder' mechanism - i.e. the biggest penalty comes from losing units, especially in your own territory. Which doesn't make a lot of sense.

It also hits captured cities harder than founded ones. So the only time I've ever been affected by it was way back in vanilla, when a CS I had conquered started generating rebels out of unhappiness when I was in an extended war with another civ. But I think unhappiness effects in general may have been toned down with loyalty in R&F.
 
From what I remember of the formula when it was posted, it's basically a 'fail harder' mechanism - i.e. the biggest penalty comes from losing units, especially in your own territory. Which doesn't make a lot of sense..

Of course it makes sense. Seeing your people die would absolutely cause wariness. The more you're losing a war, the more your people are upset about it. How does it not make sense to you?

The whole point of the mechanic is to end wars faster so that they don't drag on forever in an unresolved state.
 
I like how Old World separates them into mindless barbarians and tribes (which your rule can ally and use their units). A bit like the city states, but they have a lot of territory.
But if you can't ultimately absorb them into your empire peacefully, then they have basically forward-settled the finite spots for settlements, and must go the way of any barb.

From what I remember of the formula when it was posted, it's basically a 'fail harder' mechanism - i.e. the biggest penalty comes from losing units, especially in your own territory. Which doesn't make a lot of sense.

It also hits captured cities harder than founded ones. So the only time I've ever been affected by it was way back in vanilla, when a CS I had conquered started generating rebels out of unhappiness when I was in an extended war with another civ. But I think unhappiness effects in general may have been toned down with loyalty in R&F.
True, but I do tend to think it should be like warmongering penalties in that they are mild early and only become severe in more civilized eras. Hard-living was kind of baked-in to ancient times.

Alternatively, the game should make weariness-reducing policies available in the ancient era, not push them so far back.
 
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A large percentage of the trees in the Amazon Rain Forest are planted - that is, their distribution is not natural and they are suspiciously rich in products such as fruits, vines and nuts that are very useful to humans. Also, the local human groups 'manufactured' garden plots using charcoal as a base to hold enrichment compounds that made garden plot agriculture viable when most of the soil in a rain forest is too leached out of nutrients to be useful. That charcoal had to come from somewhere.
On a wider note, humans have been modifying the 'biomass around them since at least the Mesolithic using fire. Fire has been used so often by both man and Mother Nature in the past 100 - 200,000 years that a number of plants have adapted to using fire to germinate their seeds - the seeds don't become viable until a fire's heat has assured that all the other potentially competing plants have been burned away.

All of which is simply to show that 'agriculture' does not always mean broad open fields from which everything except a food plant has been excluded and which has to be constantly nurtured, irrigated, fertilized, and guarded against all comers, including other humans.
But that's not "set it on fire and let it regrow" but "destroy it by fire then replant it", which is not what civ6 forest fire does (it does the former), so it is not comparable
 
I'd like to have great generals and such once they're linked up to not have their own separate movement reminder. Upgrading units from an overview screen would be another nice quality of life improvement.

You can put the great general to sleep after you've linked them, they won't bother you with movement anymore. As for the unit upgrades, you can do that with the Better Report Screen mod, which I highly recommend.

Not exactly “broken”, but still direly needed:
- [UI] The ability to sort the city yield list by categories (production, science, ...)
- [UI] The ability to jump directly to a city by clicking on it in this list.
These two definitely are on the top of my (UI) wishlist, hence they are the first things to mention here.

Also possible with the Better Report Screen mod. At this point, I really think they should consider integrating it in the base game.

Having a governor taken out with a spy action (remove governor), but never getting ANY warning when he becomes available again !

I think there is a notification when they are available for assignment again, but I found it often gets lost among all the other ones, especially late game.
 
I think there is a notification when they are available for assignment again, but I found it often gets lost among all the other ones, especially late game.

I'd be VERY surprised if there was... because not noticing happened to me at least 20 times, certainly more, and i NEVER saw a notification for it...
 
I'd be VERY surprised if there was... because not noticing happened to me at least 20 times, certainly more, and i NEVER saw a notification for it...

Just checked in-game:

Spoiler Reassign notification :
governor.png
 
From reports, it seems like large map sizes are still broken, making civ6 the game with the smaller max map size since... civ1 !
 
There's a couple of minor things that consistently annoy me:

Barbarian RNG is too much. Sometimes it just ruins a game from the start. On turn 4 a camp spawns two tiles from your capital, spits out a scout that instantaneously triggers a raid, and now an army of barbarian horsemen is invading you before you've been able to produce anything at all. I have screenshots on my desktop of eight barbarians around my capital on turn eleven. Camps should not be able to spawn directly next to your borders. There's essentially no way to counter that, you can't completely surround your empire with a solid ring of units to eliminate all fog of war. A barbarian raid is something that should happen if you were careless and neglected to deal with a scout. It should not just be some "haha f*** you" RNG thing that happens instantly at random intervals and completely derails your game.

Something like 30% of starts on Pangaea and Contintents consist of a small piece of land sandwiched in between tundra and desert. I have no idea what the deal is with this, but it happens so much that it's starting to really piss me off. Why is there tundra right next to desert? Why do you start between it so often? I can deal with tundra or desert in my empire, but when I start in a location where 75% of my allotted land is worthless, it's just a forced restart. And it happens so much that I frequently have to restart 2-3 times in a row to avoid it. There's something in the map generator that causes maps to come out this way fairly consistently, with a band of normal land maybe 4-6 tiles wide and tundra on one side, desert on the other. Where in our world is there tundra and desert right next to eachother?
 
I'd be VERY surprised if there was... because not noticing happened to me at least 20 times, certainly more, and i NEVER saw a notification for it...
There is a notification for pretty much everything. That's why you don't notice them, they just drown in all the noise.
 
But that's not "set it on fire and let it regrow" but "destroy it by fire then replant it", which is not what civ6 forest fire does (it does the former), so it is not comparable

Which simply indicates that the Civ VI 'Forest Fire' mechanism is vastly flawed and incomplete, which is, frankly, what I find "Still Broken" about most of the mechanisms in the game.
 
Not sure if it's really a broken thing, but... From way before NFP came out, I can't remember a single occurrence of 'Siphon Funds' ever NOT working. As much as Great Work Heist and fabricate scandal never seems to work for me no matter the % stat listed, the exact inverse seems to be happening to me
on siphon funds. It's pretty much part of my routine now. get a spy, send it to where the most money can be siphoned, get it to Spy Master then really use it for what I want it for.

Is it just me ?
 
Not sure if it's really a broken thing, but... From way before NFP came out, I can't remember a single occurrence of 'Siphon Funds' ever NOT working. As much as Great Work Heist and fabricate scandal never seems to work for me no matter the % stat listed, the exact inverse seems to be happening to me
on siphon funds. It's pretty much part of my routine now. get a spy, send it to where the most money can be siphoned, get it to Spy Master then really use it for what I want it for.

Is it just me ?

It's true that siphoning funds has a quite high sucess chance (and is therefore the ideal "training mission" for inexperienced spies), but I have seen it failing and my spy getting cought.
 
There is a notification for pretty much everything. That's why you don't notice them, they just drown in all the noise.
Yes, there's too much noise, like those constant "Not enough housing/amenities/slowed growth" notifications. Pretty unimportant. An icon somewhere in/around the city banner would do.

Meanwhile, really essential notifications are conspicuously absent. Like: Trade deal with [AI name] for [imported luxuries, gpt, open borders]/[exported luxuries, gpt, open borders] has just ended. This info is not in the notifications, it is scattered all over the place in the reports while still active and gone the moment the deal ends. You must keep paper notes for this vital info or hire a RL assistant (yes, there are mods, ikr, but I would prefer to have a viable stock UI).
 
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In between turns the AI does mischief creating 50 grievances:
Spoiler :


However, immediately after this, when it is my turn, I get to see this:
Spoiler :

50 grievances already decayed to 42 without me being able to do anything about it. I somehow feel cheated. UI tells me 'I now have 50 grievances', only to show me that, in fact, I only have 42 grievances. There should be 1 turn delay before the decay starts.
 
In between turns the AI does mischief creating 50 grievances:
Spoiler :


However, immediately after this, when it is my turn, I get to see this:
Spoiler :

50 grievances already decayed to 42 without me being able to do anything about it. I somehow feel cheated. UI tells me 'I now have 50 grievances', only to show me that, in fact, I only have 42 grievances. There should be 1 turn delay before the decay starts.
Though, 42^(-8) = 1,03277490544e-13
 
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