This was posted in another thread but I feel it's more relevant to this one.
Just to be careful about tone here, my point in bringing this up wasn’t to discuss the culture at Firaxis. My focus is on the game design vision and how it turned out that way.
My conclusion was that Civ 7 seems to have suffered from a bit of a clashing of at least two different visions (layers of engaging complex systems like religion or factories, which was abandoned for the perfect tight multiplayer experience), and that the vision never cohered - so they just literally last minute patched together a “make it just run” version of the initial vision.
I find Civ 7 above all its flaws to be how profoundly unfinished it is and how of all its various clashing (intentional or not) design visions, none really come together completely and in many cases the systems we receive are boring if not frustrating to play.
Good explanatory power is assigned to the idea of sudden shifts of design vision in that case. That’s all.
Again, my remaining contribution to the discourse is that I don’t agree that it’s specific changes to Civ that ruin Civ 7, but specifically the poorly realized or unfinished nature of the game. I have also spent plenty of time, tons of it, trying to substantively comment on this by suggesting what kinds of differences or changes the game could receive to improve upon these deficits. Of course on Reddit there’s the typical “oh so you know better than the devs huh”. But anyway I think somehow out in the ether these conversations we're having can possible make a difference. Other people making other 4x history games will use Civ 7 to inform the next big ideas and so forth.