I'm not talking about civ uniques. I'm referring to core game mechanics or design decisions that pull playstyles in a certain way. I was thinking about the various policy cards while reading the Monarchy thread. I know a lot of people recently have been feeling that there's too much science and the game advances too fast. And I thought, "you know, so much of this fast game pacing meta relies upon cheap unit upgrades and the +100% from buildings cards." Having cheap unit upgrades immensely swings things in favor of building units early, and not really needing to devote a big economy to supporting a modern military. The insane science of Rationalism effectively cements the card into many builds. What aspect of civ6 do you feel pushes the meta into a certain direction? Why? Is it too central to civ6 the way it's implemented, or could it be changed without undoing the core elements of the game? As an example, the unit upgrade discount cards could be nerfed or removed, without really changing how the game fundamentally plays.