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That's a shame because Civ 6 has some wonderful, handcrafted details: if you build Cristo Redentor, for example, its appearance changes depending on the time of day. I don't get the same visual payoff that I do with a science victory, where I get to see each stage of the Mars mission shot into space. At the risk of sounding like a broken record, there's no visualization to help me delight in the idea of citizens visiting my museums and resorts. Ultimately, though, tourism in Civ 6 is a number that you watch go up until you win.
What do you do with captured spies? If I agree to not move too close to my neighbor's borders, will I violate that promise if their borders advance, or if a scout passes by? What determines which type of artifacts spawn from an antiquity site? What's the threshold for gaining or losing the war weariness penalty? If I found a city atop a luxury resource, do I get it? For my first playthrough, I struggled to figure out why a city I'd conquered was suffering occupation penalties hundreds of turns later because the (I guess) inconsequential topic of city conquering is afforded a single sentence in Civilopedia, which itself has tons of information gaps. Likewise, some of Civ's biggest nuances go un- or under-explained. Is my aqueduct boosting my theater district? How much are my mines helping my industrial zone? It's bonkers that I can't just hover over a tile and have it tell me in detail what benefits it's giving me.
But you can't really check in on those adjacency bonuses mid-game. When you're about to build a district, Civ 6 tells you what bonuses you'll get for that tile immediately-if I drop a campus beside two mountains, I'll get two bonus science per turn, for example.