If the Amplitude design team nails that, I'd be amazed. Extremely pleased, but amazed. As great as Civ 1 was, this was a major design issue. For all the tinkering that later versions of Civ have experienced, this is one of a number of problems with that first game that has never been addressed. When people say they find the first part of 4x games fun and the late game tedious, a lot of that traces back to the number of mouse clicks increasing while the importance of each click is declining.
It's not the amount of 'work' in the game, it's the significance of the effort you're putting into it. Micromanaging a city when it's the only city you have is one thing: micromanaging 30 cities is a game designed as Torture and should be banned by the Geneva Convention (assuming another Civ hasn't conquered Geneva by then, which it usually has).
To my (limited) knowledge, it's a problem that has never been adequately solved in any 4X game. I think that a big part of the solution would be a workable 'intermediate' layer of Governor/Mayor/Minister between the player and the individual decisions. This has been tried in previous Civ games, and found wanting.
The trick to it, I think, would be to limit the decisions to what the AI is capable of while focusing the decisions on the type of outcome the gamer desires.
For example, in Endless Legend, population points can be shifted at will within the city to emphasize output in Food, Science, Production, Influence, or 'Dust' (Gold in Civ terms). Almost every time the city grows, a good player will want to check that the distribution and outcome from the city is still what is desired. Do this for 10+ cities, and you have a Definition of Micromanagement.
IF instead, a 'Governor' in the city could be simply given a Template for desired outcome and let the individual decisions be made by the AI afterwards, it would reduce the Click Boredom immensely. Something like the following matrix for each of Food, Science, Production, Influence, Gold or whatever other outcome (Culture, Religion?) the city could provide:
Minimum Emphasis: as in, enough Food to maintain the population but not grow, enough 'Gold' so as not to cost the Empire money to maintain the city.
Build and Grow: population shifted to Food and Production
Learn and Enlighten: population shifted to Science and Influence
Maximum: All population to this factor except for the minimum requirements (see above) for Food and Gold.
This set of 'Decisions' could even be extended to Build Choices, but that would be more difficult: in the Amplitude model, at least, all 'Improvements' are also built in the city, so there is a wide variety of Build Decisions that do not fit into a single category of Desirable Outcomes.
Just for basic Population Management, though, this is a fairly simple set of Decision Trees that even a mediocre AI should be able to handle. Add in a Query Feature where the 'Governor/AI' occasionally asks you something like:
"In the city of Twittering Halt we are now producing more Gold than any other city in the Empire. Do you want us to scale back on that?"
"The city of Zebra Muscle is menaced by an enemy army. Should we shift =everything to Production to build more defensive units?"
A system similar to this would vastly reduce the individual decisions required on a turn-by-turn basis in the game. IF you desire absolute Maximum Efficiency from each city/tile on each and every turn, you can still make every decision yourself and maximize your OCD to your hearts content, but it would no longer be required to play the game past Turn 100.