Game is abandonware, civ6 netcode is a bit shitty, we are a bunch of Russian (who speak english when there's somebody around who doesn't speak russian) Linux enthusiasts.
You have to jump through a couple of hoops to get a successful networked Civ6 game running.
For now we store match statistics in Google spreadsheet
We use some mods: https://github.com/Voker57/civ6mods
Use Lutris (-fshack if on laptop) or Proton or your mouse will not work.
You need smacnet because civ only works via LAN. Via LAN without packet loss. Netcode sucks.
On linux, you might need to open /etc/hosts and replace line with localhost with
192.168.7.XX localhost # 192.168.7.XX is your assigned IP
We're sorry about your localhost-binding services.
We use XMPP for text and mumble for voice.
If host cannot produce latest working savegame after a crash, they lose right to host next game.
If host loses 3 rights to host, host is changed mid-game.
We play dynamic turns (simultaneous while no humans are at war, sequential otherwise). Because turns aren't sequential immediately, but only after turn ends, here are some additional rules to avoid simultaneous warfare, which is prone to luck and network shenanigans:
If these rules are violated, game is reloaded to before the war save and the violator is anally denounced (and loses hosting right).
Exception: when an AI asks you to declare war, you can skip the first phase.