I like Civ VI, but it's definitely More Civ. They tried some new things, left some things the same. Some of each worked, some didn't.
DLC
There don't seem to be that many base civs, but they're already churning out DLC civs for $4-5 apiece. Makes me nervous to see them looking Paradox-like, though in their defense this was a lot more galling when they had a bunch of obnoxious bugs and irritating UI gaps.
Districts
Neat little system by which you build parts of your city on actual tiles. Most of them produce additional resources for being next to other districts and terrain features, and a lot of buildings are constructed within districts. For instance, science districts get +1 science per adjacent mountain, +1 per 2 adjacent rainforests, and +1 per 2 adjacent other districts, and the library->university chain is built inside them.
Sadly, the system isn't terribly deep; you can specialize encampments (military unit producers) towards infantry or cavalry, but that's about it; everything else you build or you don't. As you might have noticed above, the rewards for "proper" districts also isn't terribly high and they're often hard to pull off anyway, so the difference between a flawless city and a bunch of crap plopped down isn't going to be enormous. Also you don't get tile yields off districts, so in some cases just cramming everything into whatever desert or snow tiles you can reach will get greater net yields than putting them in just the right spots.
Wonders
Now built like districts, though they don't get or provide any adjacency bonuses except to culture districts. They do, however, tend to have sometimes rather strict placement requirements; as I recall one requires being built on flat terrain next to a commercial district and improved cows. On the one hand, this means you're not just chain-building every single wonder in your capital city. On the other, it means what wonders you can/do build is often a matter of opportunity rather than intent; I'm not sure how I feel about this.
Mechanically most of the wonders feel decently impactful and flavorful, which is good, and being able to see them sitting out in the open is a nice touch.
Combat
They tried to speed up combat by boosting the damage numbers, but that made the ability to strike first and without being counterstruck massively important. As a result, ranged troops are stupidly powerful. Melee troops can come in handy as meat shields and slightly heavier hitters (until they get damaged, which they do in the process of hitting things), but I would not recommend an entirely melee army, nor would I bat an eye at an entirely ranged army. Well, I think you still need melee troops to actually capture enemy cities, but that's a technicality if I've ever heard one.
Research
You now simultaneously research technologies with research and civics with culture. I assume if you focus heavily on one or the other there are consequences for your empire, but I couldn't tell you what they are. On that note, the tech/culture trees tend to be fairly narrow, so don't expect a great deal of difference between empires of roughly similar progress levels.
They added eurekas and inspirations, meaning your get 50% progress towards a tech/civic if you complete a certain task (kill three barbarians, construct a district, train this unit, trigger an inspiration for this civic). This is super neat but the fact that each thing is always the same does make it feel a little rote, and as mentioned the trees are kind of narrow so it's not like you can just speed your way through the maritime parts of the tree just because you're coastal and building ships all the time.
Policies
They swapped out virtues or whatever they called them in Civ5 for a government/card system. Each government type (tribal starting out, 3/tier ever after) has a certain number of slots in Military, Commerce, Great People, and Wildcard (any). Then you unlock cards to slot in there by researching Civics, and a lot of them replace older cards with (usually) better versions. It normally costs money to swap, but you can do so for free any time you research a new civic (or maybe research a new civic that grants new cards?) so it's effectively free unless you're in a super hurry.
It's not a bad system, but you're intended to swap them out to match whatever your civilization is doing at the time, so it's less conducive to giving your civ any kind of lasting identity. Also most of them are super niche but some aren't, so I tend to end up using the same few cards for vast, vaaaaaast stretches of the game.
It's not a bad game, but I can't really give it a glowing recommendation or anything.