Wew, alright read through the blog post of it, some quick thoughts:
Golden/Dark Ages - Well we've had Golden Ages in previous Civ games and they've worked fine so I guess why not? Having an inverted version might be a bit annoying but considering the new Loyalty mechanic it probably makes sense. Speaking of which~
Loyalty - One problem I had before was that Amenities generally felt so irrelevant in the game, so you didn't have to think much about keeping your people happy. But with this it gives you a much more direct incentive to micromanage every individual city in a similar way. I'm all for adding more levels of depth to pacifistic playstyles so being able to peacefully flip cities again (this time in a non-cultural way though) is pretty nice in theory at least, just have to get it properly balanced first
Governors - Well this is a common idea in many other strategy games so I'm plenty familiar with the concept at least. Not sure it's fitting for Civ though but I guess it's something you just have to get used to. And again, it synchs logically with the Loyalty system and also becomes like a secondary way of giving yourself temporary bonuses just like with the Policy Card system. Again, more city micromanagement features are always appreciated to me as long as they make sense and don't overlap too much with already existing ones, so I think this should work out alright on paper
Enhanced Alliances - Pretty straightforward but yes this was definitely needed. Before, alliances was just a way of guaranteeing a trade partner and ensuring you won't get attacked by them. Now there's much deeper and more specialized incentives to securing them. It sounded perhaps a bit OP to me when I first read it though but that can always be tweaked later if need be, and if it's going to become a standard feature in-game then I guess it'll be the same for everyone at least
Emergencies - I'm not sure if this is good for multiplayer or not but I don't really play multiplayer personally so that's not my problem (maybe if you add a game setup option to enable/disable it that would be good). Anyway this should be great for single player games where it feels like you've already won halfway through and you're just tediously waiting for the game to end so you can claim your victory already. Now there'll actually be something you need to focus on all the way to the finish line so you don't get bored. This definitely needs some careful balancing though so it doesn't suddenly become an actual drawback to be ahead in the mid-game all of a sudden
Historic Moments - This feels more like a feature implemented for fun than practicality but I actually really like it. Small scale goals/achievements to strive for worked great with Eurekas/Inspirations but these should be a bit less repetitive and more dynamic in nature, and it'll definitely help make every game feel more unique. Moreover it ties back into the Golden/Dark Ages system with the so-called Era Score mechanic which will actually give you a practical reason to pursue these things rather than solely doing it for roleplay purposes. All in all it basically feels like they're trying to make the game feel more like it's telling a story of a civilization through the ages than they have before, which is pretty cool I think
Aaaand then we also saw some new terrain, wonders etc in the pictures plus a bunch of new civs/leaders to be announced but I'm not going to start theorycrafting what those might be just yet