I agree despite disliking ro being different about almost every design decision for civ6, because Humankind was just such a miserable experience
See, that's the problem: if you don't like 1UPT combat system and unit management for whatever reasons (I do), and/or you are generally more interested about peacetime mechanics in 4X games than conquest (I do), and/or you don't have a lot of time to spend on video games (I don't), and/or your laptop can fluently handle Witcher 3 on high but civ6 next turn loading takes it a lot of time (somehow it is the case for me)...
If you have one of those problems, civ6 endgame becomes much less attractive. If you have many of those problems at once, like I do, civ6 endgame because completely unplayable. If I find 1UPT warfare system to be completely boring, lacking non - logistical challenge, and in general even besides that I think peaceful mechanics in civ tend to be much more interesting (especially as I like to "watch simulated living world of AI empires", not destroying it). And in this case civ6 endgame for me largely consists of hours of either joyless tedium (need to micromanage cities, or God forbid units if AI declares some stupid war and I have to manage army) or nothingness (waiting 25, 50 or 100 turns to fulfill obligatory conditions for victory you have already clearly achieved because the race in civ6 is already determined halfway through it). If you don't enjoy 1UPT conquest of AIs, civ6 loses a LOT of allure.
By "lacking non - logistical challenge" what I was trying to say is that the primary source of challenge in 1UPT in civ6 is not AI activity in itself, especially not AI offensive movements which are very rarely capable of threatening you. Nor do you have to actually think on the level of countering any sort of AI movements (I know AIs suck in many strategy games but in 1UPT they suck so
mehow much more). The main challenge of civ6 combat system is the gigantic pain in the *** constituting of the way movement, terrain and territorial control work. A lot of individual tokens you have to move one after another and which all create traffic jams with another, which often move at agonizing speed of one tile per turn because of a crapton of terrain obstacles, struggling with line of sight and range limitations, which you constantly stress about losing because individual experienced token can die in one turn after one wrong move, setting up siege engines only to realize you have no LOS or city one shotting them with not much you can do to prevent that - yes it is difficult, but it's because of horribly painfulin interaction of topography, logistics and interface, not because of AI armies being threatening by themselves and offering a glorious battle of wits and valor.
Don't anybody dare to say this is how military wargames and difficulty work by default and I just have to become better player, I have greatly enjoyed XCOM games on classic, I've finished famously "hardcore" Darkest Dungeon having pure fun, played tactical rpgs such as Original Sin 2 on quite brital difficulty levels, played many Total War games, won campaigns as Wallachia and Mysore and Ichma in eu4, I had fun with them, I don't have much of fun with 1UPT, so I criticise it knowing the context.