It's not a train wreck, though. It has the value that GeneralZift identifies:
There's a psychological dimension to that, too, so I'm not surprised mbbcam has found this thread interesting.
Civ VII has polarized the community, but in so doing, it has brought to the foreground the satisfactions that various kinds of players look for in these games.
Before the release of Civ VII, I thought what I liked in the game was what everyone else liked in the game. It has been eye-opening to me to learn how different are the appeals to different people. Sandbox vs victory-conditions is one of them. What percentage of games various players like to win is another. I had a debate with one poster about the unpacked cities (or whatever they call them) and I learned that some players would find it burdensome to make one single click to enter a city screen. I've grown way less confident in my own sense of what makes a Civ game.
Same here, i play civ as an alt history simulator and its all about pretending that i am building an empire against real opponents. That means i value freedom in how i play, and also value opponents that seem to have a personality. I tend to roleplay in my games (for example as a Brit i tend to play England the most and always wipe out the French first if they are in the game, and tend to kill the Canadians/Aussies last if they are in the game)
I spent a huge amount of time playing earth maps. I also love games where i go all out for a science lead - and then utilise it. I hate things that remind me i am playing a board game where its just numbers. Hence why civ 6 was a move away from what i want and civ 7 was a gigantic leap away. I really hoped that civ 7 would be the one where they invested heavily in making the AI both competent and also made an effort to make it feel more 'real' when you interact with it.
It has been an eye opener to discover that i am in a bit of a minority in how i play and that many play primarily as a strategy game with little attachment to the civ they are playing etc.