The concept of eurekas was good - the things you are exposed to drives what you learn. The implementation was weak for a variety of reasons, including static tech trees, knowing the triggers for the eurekas, those triggers not varying, etc. Most importantly, though, it didn't have the intended result. If you're on the coast, you already have an incentive to learn Sailing, so you're likely to research it. The eureka system simply disincentivized learning a tech until you had triggered the cost discount.
And yes, you could ignore them, but that's mostly because Civ 6 was "win your way". You could ignore lots of mechanics in Civ 6 without meaningful penalty, because the AI certainly wasn't optimizing. That doesn't mean those were good systems or that gameplay couldn't be improved by re-imagining some of the more micro-intensive mechanics.
Also, I'm not arguing that all of these changes will end up being good for gameplay. I'm just encouraged to see them trying to eliminate some of the busywork. Pop placement is a great place to start:
- What did it even mean to suggest that your city has expanded, if no one is working the land? It makes sense to represent the expansion of a city by having population from the city "move into" and start working that tile.
- If people are working the land, they can be assumed to be optimizing the technology at their disposal. It makes sense to assume they dig mines, build sawmills, and fence farmland if your culture knows how to dig mines, build sawmills, and fence farmland.
Of course there are other ways of addressing this and the Civ 7 approach may not prove to be the best, but I like what I'm seeing on this front and hope they go further (*cough*
*policy cards* *cough*).