Also, on a related note, one thing I have been observing in the industry is a general propensity for games to be pulling away from "hardcore" time-consuming gameplay and more toward "jump in and play" style games that are more casual-friendly: games which require little setup/grinding to get to satisfying end-game content, and structured more so that they can be played in short 15-30 minute spurts. I think this is a matter of recognizing that the big juggernauts of the industry are now pick-up-and-play MP games like Fortnite, Overwatch, Destiny, Death by Daylight, etc. etc., and that those just naturally pull in more consumers, make more profit, and win the attention war. Profitability in the modern gaming industry is all about the casual market, which is a far larger pool of money to draw from than niche "challenge-based" gameplay, whether the older gamer crowd likes that or not.
With one facet, I've seen MMOs like FFXIV and GW2 leaning more and more toward "short-cuts" where there used to be a lot of grinding to earn things like max class levels and mounts, vastly oversimplifying gearing and combat to make it harder for new/casual players to fail in group content, and reducing longer "raid-style" instanced content into shorter trials/strikes that can be played in 15-30 minutes. And with another facet, I've even seen things like longer adventure games like Zelda, which used to be built around longer 7-10 act structures, broken down into even smaller "bite-size" content ala BotW/TotK shrines/korok puzzles (not to mention, in the same vein as oversimplification, near total death-proofing from an easily exploitable food system). In yet another facet, traditional JRPGs have been moving further and further away from turn-based combat to the point that now FFVII and FFXVI are almost pure action-combat games. I'm sure we can see similar "cutting out of time-wasting" and "shortening of play loops" in other genres, and while it isn't universal (indie games do still exist), I see it taking over specifically big AAA tentpole games that are expected to turn a profit.
And I think we are seeing some things in Civ VII that are indicating as much. The ability to play just a single era will allow players to play a "full game" in a third of the time if they wish. The streamlining of builders, trader roads, and amenities/pop distribution will make the average turn much shorter. Things like that. So, to prepare some traditionalists, I would not be surprised if we see more things like this as the game is revealed. The truncation of gameplay loops and removal of granularity/detail/options. I don't think the game will suffer much for it, so far changes seem to be judicious. But the industry is changing, and inevitably Civ would have to as well to keep up. I'm sure there will be ways for traditional players to "beef out" their experiences in a longer marathon format, but I am not expecting the game to default to that.