Boris Gudenuf
Deity
Humankind doesn't have Civics though does it?
And while getting a nice thematic name is important for what a tech or civic does, it's less the names I'm interested in, in regards to pacing, and more the numbers of both, in 6 vs the number of techs in 5 and before.
Yes, Humankind does have Civics, but they are Civics Choices, and there are at least 40 of them in the game, giving 80 different Civic results, including 10 different government types and choices related to Taxes, Mercenaries, Religion, Judiciary, Trade, Culture, etc - very similar to the subjects addressed with Civ VI's Civics
I don't think the number of techs or civics is a big pacing problem though. With less, they should cost more. With more they should cost less, in both cases to get a similar pace. Obviously if someone goes gung-ho on science then they'll race through and vise versa. It's not that some games shouldn't be longer or shorter... It's that you'd hope the average game is not too far off the desired turn limit.
The problem, as I've said before, is not entirely with the number of Techs or Civics, but with the combination of decisions to both reduce the umber of Techs and provide bonuses in rthe form of Eurekas to make researching them even faster. I am convinced it was the combination far more than either separate decision that resulted in the Pace of Research outstripping the planned Pace of the game so badly.
Since I think the Eureka research bonus system is a good basic idea, if for no other reason than it makes what your Civ is doing in the game reflect on what they are Researching and the path they are taking in technology, then I focus on number of Technologies - but I also think the actual Eurekas themselves need some serious revision, because many of them are not really related to the causes of some research being undertaken.