This ended up looking even more negative than my actual impression of the game. I better add some comments
Domination victory - the way it is Don't Like
It feels really cheap to win huge empire by just taking one city.
Spaceship victory - the way it is Not Decided
Diplomacy victory - the way it is Not Decided
Culture victory - the way it is Not Decided
Haven't really tried any of these so no comments.
City-states Don't Like
One the more heavy negatives for me. The game is far too much biased towards exploiting the CS bonuses.
Social Policies Don't Like
Very light negative. Major issues are lack of realism (empire sticking to thousands of years old policies) and lack of reactivity when compared to civics. Also having second "tech tree" feels unneeded.
Diplomacy Don't Like
Too little information available. I actually considered not decided too because I really don't know that much about the politics yet but then decided that the lack of information is actually enough for me not to like.
Hex tiles Don't Like
Almost neutral about this but slightly preferring squares because distances and city squares are easier to visualize with squares.
Pillage mechanic Not Decided
I've been pillaging far too little to have an opinion. I always decide before the game that now I'll pillage me some money but for some reason I never do.
Terrain use in combat Not Decided
Better AI needed before I can make up my mind.
1-Unit-Per-Tile rules Don't Like
In my opinion doesn't fit the scale, makes combat and moving armies too tedious and turns the focus of the game too much towards war. Definitely something I can live with though.
Ranged combat rules Don't Like
This is heavily related to 1UPT. The range of multiple hexes doesn't fit the scale. Also the unanswered firing doesn't feel right.
Melee combat rules Don't Like
Again related to 1UPT. Lack of casualties makes the unit production secondary even for war monger.
Land units Not Decided
Naval units Not Decided
Embarkment Not Decided
Air units Not Decided
Nuclear weapons Not Decided
Haven't given these enouh thought yet. Most of games have been practically over well before air units so have't even built one yet let alone nukes.
Great Persons Not Decided
I don't think GPs themselves have anything wrong but other things make some of them less good than before. Not enough experience to say anything for sure though. EDIT: Duh, I forgot the Golden Age completely. Slightly leaning towards DON'T LIKE because the best option to use seems to be the same regardless of GP type but I still leave this undecided for now.
Science: the way you make and use Not Decided
Little unsure still but at the moment I'm slightly leaning towards positive. I need to try to play with smaller empire before I make my mind. Tech Tree is a bit bland though.
Gold: the way you make and use Not Decided
There are good and bad things and I haven't figured which side outweighs the other.
Culture: the way you make and use Don't Like
You should definitely be able to choose which tile city expands to. Also related to slight dislike towards Social Policies and heavier towards City States.
Production: the way you make and use Don't Like
Partial reason why buildings are so bad. Also related to resource tiles' yields. Should be easy to fix though.
Cities: the way you make and use Don't Like
Quite bad interface and assigning citizens is both cumbersome and needed too often if you want to maximize. Also the huge amount of potential tiles for cities makes city placement less important as cities rarely grow anywhere near the size to work even majority of those tiles.
AI in general Don't Like
AI in Diplomacy Don't Like
AI in Combat Don't Like
Do these really need explanation?
Prince - the even - difficulty level Don't Like
Most probably due to AI but it's way too easy.
Tile improvements Don't Like
Both tile improvements and resources are very poor. Besides few initial farms and harvesting of few resources there's practically only one improvement worth building, Trading Post (exaggeration yes, but still). This is somewhat connected to other features like City States so small changes in multiple areas can make vast improvements.
Domination victory - the way it is Don't Like
It feels really cheap to win huge empire by just taking one city.
Spaceship victory - the way it is Not Decided
Diplomacy victory - the way it is Not Decided
Culture victory - the way it is Not Decided
Haven't really tried any of these so no comments.
City-states Don't Like
One the more heavy negatives for me. The game is far too much biased towards exploiting the CS bonuses.
Social Policies Don't Like
Very light negative. Major issues are lack of realism (empire sticking to thousands of years old policies) and lack of reactivity when compared to civics. Also having second "tech tree" feels unneeded.
Diplomacy Don't Like
Too little information available. I actually considered not decided too because I really don't know that much about the politics yet but then decided that the lack of information is actually enough for me not to like.
Hex tiles Don't Like
Almost neutral about this but slightly preferring squares because distances and city squares are easier to visualize with squares.
Pillage mechanic Not Decided
I've been pillaging far too little to have an opinion. I always decide before the game that now I'll pillage me some money but for some reason I never do.
Terrain use in combat Not Decided
Better AI needed before I can make up my mind.
1-Unit-Per-Tile rules Don't Like
In my opinion doesn't fit the scale, makes combat and moving armies too tedious and turns the focus of the game too much towards war. Definitely something I can live with though.
Ranged combat rules Don't Like
This is heavily related to 1UPT. The range of multiple hexes doesn't fit the scale. Also the unanswered firing doesn't feel right.
Melee combat rules Don't Like
Again related to 1UPT. Lack of casualties makes the unit production secondary even for war monger.
Land units Not Decided
Naval units Not Decided
Embarkment Not Decided
Air units Not Decided
Nuclear weapons Not Decided
Haven't given these enouh thought yet. Most of games have been practically over well before air units so have't even built one yet let alone nukes.
Great Persons Not Decided
I don't think GPs themselves have anything wrong but other things make some of them less good than before. Not enough experience to say anything for sure though. EDIT: Duh, I forgot the Golden Age completely. Slightly leaning towards DON'T LIKE because the best option to use seems to be the same regardless of GP type but I still leave this undecided for now.
Science: the way you make and use Not Decided
Little unsure still but at the moment I'm slightly leaning towards positive. I need to try to play with smaller empire before I make my mind. Tech Tree is a bit bland though.
Gold: the way you make and use Not Decided
There are good and bad things and I haven't figured which side outweighs the other.
Culture: the way you make and use Don't Like
You should definitely be able to choose which tile city expands to. Also related to slight dislike towards Social Policies and heavier towards City States.
Production: the way you make and use Don't Like
Partial reason why buildings are so bad. Also related to resource tiles' yields. Should be easy to fix though.
Cities: the way you make and use Don't Like
Quite bad interface and assigning citizens is both cumbersome and needed too often if you want to maximize. Also the huge amount of potential tiles for cities makes city placement less important as cities rarely grow anywhere near the size to work even majority of those tiles.
AI in general Don't Like
AI in Diplomacy Don't Like
AI in Combat Don't Like
Do these really need explanation?
Prince - the even - difficulty level Don't Like
Most probably due to AI but it's way too easy.
Tile improvements Don't Like
Both tile improvements and resources are very poor. Besides few initial farms and harvesting of few resources there's practically only one improvement worth building, Trading Post (exaggeration yes, but still). This is somewhat connected to other features like City States so small changes in multiple areas can make vast improvements.