Some people will argue these are not bugs... but they are substantial enough that after a game of Civ6 I do not feel like playing again for a long while.
Note that I *like* Civ 6 (and 5...) but these are bad:
[1] The two part leader dialog boxes are **horrendous**. Even hitting escape (on a fast machine with a SSD) they still take about 10-20 seconds. If there is a religious fanatic in the game, they will want peace and you will not. They will ask almost every turn. Over and over and over and over and over... and you can easily spend 20-30 minute of a long game telling them to go away.
I do not want to spend 30 minutes of a game saying the same thing over and over. I want to play.
[2] The 'boosts' are barely readable. Who puts a 5-6 point (guessing!) font in a UI?
[3] The Civic cards are a nightmare - poorly laid out, hard to read, and in useless order (except by type). *Lists* are wonderful, easy to read and fast to negotiate.
Sometimes I skip picking Civics new civics - the current ones are good enough versus wasting so much time on a bad UI.
[4] The dialog boxes are inconsistent. In some the dismiss/areYouSure is on the right, some on the left.
[5] The UI isn't consistent (in general). Just look at the locations of close boxes. Speaking of which, why put a secondary close box < 2cm from the Windows close box. No chance of error there.
[6] [opinion: Overall the UI tried to out-ornate, out-baroque EU4, at the cost of clarity - and succeeded. It is inconsistent as if done by 6 different developers with vague specifications.]
[7] The way movement indicators are given, it is hard to to tell whether a unit will capture a religious unit (as the hex with the r.u. will not have a count).
Minor:
[8] Killing a apostle triggers the your-proselytizer are not welcome here msg. (still true post-patch?)
[9] A surrounded (mountains, enemy units) city spawning a new unit with a unit already inside is not able to do anything except delete one of the units. Maybe intended, but not clear. (not tested since the patch)
Note that I *like* Civ 6 (and 5...) but these are bad:
[1] The two part leader dialog boxes are **horrendous**. Even hitting escape (on a fast machine with a SSD) they still take about 10-20 seconds. If there is a religious fanatic in the game, they will want peace and you will not. They will ask almost every turn. Over and over and over and over and over... and you can easily spend 20-30 minute of a long game telling them to go away.
I do not want to spend 30 minutes of a game saying the same thing over and over. I want to play.
[2] The 'boosts' are barely readable. Who puts a 5-6 point (guessing!) font in a UI?
[3] The Civic cards are a nightmare - poorly laid out, hard to read, and in useless order (except by type). *Lists* are wonderful, easy to read and fast to negotiate.
Sometimes I skip picking Civics new civics - the current ones are good enough versus wasting so much time on a bad UI.
[4] The dialog boxes are inconsistent. In some the dismiss/areYouSure is on the right, some on the left.
[5] The UI isn't consistent (in general). Just look at the locations of close boxes. Speaking of which, why put a secondary close box < 2cm from the Windows close box. No chance of error there.
[6] [opinion: Overall the UI tried to out-ornate, out-baroque EU4, at the cost of clarity - and succeeded. It is inconsistent as if done by 6 different developers with vague specifications.]
[7] The way movement indicators are given, it is hard to to tell whether a unit will capture a religious unit (as the hex with the r.u. will not have a count).
Minor:
[8] Killing a apostle triggers the your-proselytizer are not welcome here msg. (still true post-patch?)
[9] A surrounded (mountains, enemy units) city spawning a new unit with a unit already inside is not able to do anything except delete one of the units. Maybe intended, but not clear. (not tested since the patch)