Some "lovely" news about the future of the series.
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Both of these changes would fall into a camp of feature that I've tried to avoid with all of my work on Civ 6: they would be features that do absolutely nothing when used on a human player.
This is something I avoid for two reasons: 1, the obvious multiplayer implications of the game containing features that simply don't apply in that context. 2, the fact that it gives the player more tools than the AI has.
Your comment about Civ being singleplayer, with multiplayer slapped on top, is sadly kind of true. But it's something that we're trying to shy away from: we want multiplayer Civ to be as well-supported as singleplayer Civ. This is why more concrete effects have been added to systems that in base game were only for manipulating the AI: diplomatic visibility now affecting combat, alliances now having strong in-game effects beyond locking in your diplomatic state with the AI, etc.
And, for point 2, we're very aware of the feedback that we're constantly receiving about the level of play of the AI. A lot of people look fondly back on the difficulty of the AI in games prior to Civ 5, but with 5 and 6, we made a change to have the AI actually play the same game as the human player. Previously, the game would just magically grant units and techs and such to the AI players in order to keep them competitive. Now, we may sneak the AIs extra yields or have them start on better footing, but they're not then cheating with those resources.
This does however mean that the AI is having a harder time playing the game, because it's really difficult to make an AI that plays well enough (and poorly enough) for the range of people who want to play against it. This gets worse when systems are added to the game that exist solely for the player to exploit.
This is why I settled on the system coming in with the next patch: all players get to see what other players voted on last time Congress voted on this Resolution. It's data that anyone can use (granted that data is more useful against an AI than a human player, as the AI are more likely to vote the same way again), and it doesn't require players making and keeping promises of "I'm going to vote on this next Congress".
Incidentally, that last point is part of why the oft-requested "let me barter with other players to get them to vote the way I want" isn't being implemented (and is instead covered conceptually by trading Favor).
Thanks for the feedback!"
Basically they are scrapping features(ability to spy on ai voting) because of multiplayer balance. And they are looking to make future civ games even more multiplayer focused,meaning even less fun stuff to do because of muh balance
Also,their definition of acting like a human seems to be declaring war on the strongest enemy without a army because he didn't build boats,i have no words.