mitsho
Deity
Civ6 was a real fail in this regard, in his district system was a lot of fun in the early and mid game and then turned to infinitesimally meaningless chore by the late game. In civ5 the entire building system was less engaging overall, but the way it worked also meant it was not a problem late game, you just stacked production queque in cities, automated workers and waited, instead focusing more on big strategic decisions. But like I have always said, civ5 had much better designed endgame than civ6 in every aspect.
I really damn hope devs leaerned from endgame failures of Civ6 and this time figured out how to have more engaged builder minigame which can be automated by lategame and shifts towards fewer large scale decisions.
The late game has always been a failure. One always sees that they start designing at the beginning and then run out of ideas when they have to implement air combat.
How does that happen with every game they made?
Well, the answer is easy. The early game needs to be good so to keep the players engaged for the playing session. If he or she then abandons that game, he or she should want to start a new one and there he or she experiences the early game anew. So that one must be perfect. Sigh...
So yeah, I am totally with you here.