And you know it's going to suck because they're pushing the news out through glowing reviews in publications like The Guardian, Ars Technica, and The Verge.
One of the core features of the series has always been founding a civilisation in the Bronze Age and going on until you were wiped out or won the game (by achieving world peace one way or another, or in some editions by colonising another planet).
Since that is too complicated for "modern audiences", and runs too slow on a mere 24 core 6GHz PC, the new version will reset your civilisation at forced intervals.
"Independent powers similar to the tribes that tore down Rome could be here", he thought. "I've never been on this chapter of civilization before, there could be independent powers similar to the tribes that tore down Rome anywhere."
@Aether >Breaking Civilization 7 into chapters also gives campaigns a new rhythm. As you approach the end of an age, you’ll begin to face global crises. In Antiquity, for instance, you can see a proliferation of independent powers similar to the tribes that tore down Rome. “We’re not calling them barbarians any more,” Beach says. “It’s a more nuanced way to present them.” These crises multiply and strengthen until you reach the next age.
That is an interesting mechanic to put into the game, akin to the scrapped "age of decline" mechanic once proposed where your civilization is post-peak and faces internal trouble in mid-game you have to solve or ward off. On itself, it would be a wonderful crisis test to your empire as suddenly AI generates bandits, map-floods or deletes global trade for 10 turns and you have to slim shit down to survive.
But the "Tee hee, blank slate!" is what should be a choice in case of failure or stratagems, not a guarantee.