Recently got dragged into Fortnite, pretty good for what it is and the fast pace keeps it entertaining while learning.
Still doing EU 4. Still a flawed title with questionable DLC practice and a big learning curve but fun to be had.
I was playing Hearts of Iron 4 for a while but the core mechanics in HOI 4 don't work (they're bugged and devs are ignoring this) so I'll take this opportunity to throw some sludge on them. Especially after they arbitrarily nerfed right-click moving units because reasons.
Civ 6 I play on occasion with Polycast crew but the UI is still pre-beta and it's still not tuned well. The design tries to play pretend too much with different victory conditions and diplomacy while not bothering to make mechanics that actually support the victory conditions and diplomacy. They also make the AI play the pretend game rather than the game dictated by the mechanics in practice, which is part of the reason everyone says the AI sucks (the other part is that making good AI is hard, but they didn't need to make it worse by playing a different game from the player).
Into the breach and FTL by Subset games are both excellent, I still play both of them, and recommend both of them.
Rimworld is nearly to 1.0, but it's been an excellent game for a long time, lots in common with Dwarf Fortress.
Haven't done it as much in the past month, but I've been doing quite a bit of Binding of Isaac over the past year. Delirium is a cheap fight (there are frames you can be hit before stuff appears), but overall it's a great roguelike with a ton of replay value.
The moral of the story: Civ 4 was an awesome game for its time but had real issues, and anyone who thinks it was better than fully patched and expanded Civ 5 or Civ 6 with Rise and Fall has an inaccurate memory warped by nostalgia.
It was and remains better. It has objectively the best UI from a # input and "time to complete a turn" perspective out of any title in the series by a wide margin. You could grab any top SC2 professional and put them on Civ 6 and I'll control more cities faster in Civ 4. Across a game it's a 1.5-2 hour difference between the two, minimum.
Civ 4 hides fewer of its rules (still hid them though, still don't respect any strategy title that does this). Where it really wins out, however, is how often you make a meaningful choice on a per-turn basis (defined as a choice that has a material impact on whether you win or lose). A much greater proportion of inputs in the newer titles are rote. That remains true to a lesser extent even if you were to fix up the sorry excuse for a UI Firaxis tries to pretend it implemented into Civ 6.
Seriously, compare how you can interact with the city screen lists between 4 and 6 and try to tell me 6 is even competitive in this regard.