While seemingly controversial, that all seems simple enough, right? Well they invited people to come play a preview build, and apparently it gets a bit wilder. I'll again post a summary of some of the key points as well as the videos I learned this stuff from.
This basically constitutes a deep dive, so read or ignore at your own discretion. I will say that most of these are fairly dramatic and largely seem to be efforts to streamline the game while maintaining complexity.
City Building: No more builder units. All city improving is done with districts now. You also do not select which tiles citizens work anymore. At least, not in the same way as previous games.
There are two district types: urban and rural. Urban districts are where you place your buildings. They initially can hold two and can be customized with further bonuses based on building synergy. So rather than build a "science district", it becomes a science district if you put the right buildings in it. Rural districts are the old tile improvements that builders used to make and are how you acquire resources.
Districts must always be placed next to an already existing district. You will no longer be able to build in the "outer rings" of a city until you build naturally to that point. Additionally, walls can be built across multiple districts. Such fortified districts must be captured before a city itself can be captured.
City Growth: Your city's borders are now determined by population rather than culture. Whenever your population increases you are given the option to expand or hire a specialist. When you expand you are given the choice of which adjacent tile to improve with a rural district. The specific improvement you get is determined by the tile and not chosen by you. Doing this also expands your borders directly around that district so that your next choice has another few adjacent tiles to choose from.
Towns: Towns are essentially outposts that boost nearby cities. They do not have their own production queue and instead turn all their production into gold. You can still buy buildings/districts in a town, and doing so reduces the cost to later turn it into a city. Presumably roads are automatically built between cities and towns.
Resources: Much like there are settlement limits, cities have resource limits. Rather than simply give you tile bonuses, resources (like sheep) act sort of like goods that you can transport or trade to different settlements who then get whatever bonus that resource gives. I saw one person compare it to great works (art) in previous games. So maybe a city can have four resources and you might choose to place four +2 production +2 sheep in it. If you get a fifth sheep you will either have to increase that limit or give it to another settlement.
Independent Peoples: A new feature that replaces both barbarians and city states and sort of acts as a cross between both depending on how you choose to deal with them.
Influence: This is a new (capped) resource. It is used for all diplomatic actions, espionage, and trade. It is also used in war by increasing or decreasing war weariness through a new mechanic called "war support". You can also add war support to a side in a foreign war without directly entering the war yourself.
Golden Ages: These are now called celebrations and the bonus you receive changes based on what government you have chosen. Like in Civ 5, these build up when you have sufficient happiness. Happiness itself seems to be a resource now, rather than a static bonus, possibly replacing faith.
Combat Units Army commanders are a new feature meant to streamline combat. You can assign troops to them, with the number you can have increasing with different techs or upgrades. I believe it starts at 3 and will probably end at 6 (so basically every hex around the commander).
Commanders have an aura effect similar to generals in Civ 6, but they can also pack up their army and move as a single unit to make map traversal easier. Unpacking them uses a turn and returns them to tiles around the commander. Commanders also get a reinforcement ability that will (after a number of turns) summon newly created units in your city to the position of the army.
Units no longer level up and gain new traits. Army commanders however get quite a few. Like leaders, they basically get their own (smaller) tech trees. You can choose to increase an army's mobility, defense, or give the commander district production bonuses during peacetime. Some units do get unique abilities now, however. The example I saw was for scouts. They can either "search" and highlight unique tiles in the fog of war (tribal huts, for example) or they can become a watch tower to increase field of vision within an area.
Legacy: Each age plays out like its own smaller game independent of the larger playthrough. As such they each have their own goals and "victory" conditions. As an age plays out there is a meter that gradually fills up. The example I saw was a value of 100 ticking up by 1 per turn, though this itself was never expressed in the UI as far as I can tell.
Now where most Civ games have end game goals for each victory condition (science, military, culture, etc), 7 will also have early and mid game goals for each age. Culture wants you to build a certain number of wonders, science wants you to gain a certain number of codices (which I believe are gained through new "mastery" research for techs), etc. Accomplishing these goals ticks up the age counter by a larger amount (listed as 5 in the UI) and earns special unique bonuses, as well as currency which may be the currency used for legacy perks in the next age.
Religion: Very prominently not featured in any capacity at this time beyond pantheons. I've seen people suggest it might be an exploration age thing, but the legacy/victory screen UI doesn't even list it as an option. I'm willing to bet this is expansion #1 material.
Previews:
A playlist Youtube recommended to me. It's 5 videos totaling a little over an hour. Channel: quill18
A Youtube conversation that's over two hours long. I skimmed this one but it's where I learned stuff like the resource system. Channel: PotatoMcWhiskey



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