Here's a quick summary of info from the livestream taken from this thread:
-Tobacco is a luxury resource
-Any card can go in the wildcard government policy slot
-Promoting a unit completely heals the unit but also ends its turn. Promotions can be saved for a strategic heal but no more XP is earned while it's saved.
-Barbarian camps near horses will spawn cavalry units
-During map generation one continent is created for every 2 civs. Multiple continents can share the same landmass.
-Repair action does not use a builder charge, but does end its turn
-City founding order is not static. Only the first city name is the same every time.
-Pillaging improvements/districts provides yields based on the type of improvement/district pillaged (i.e. pillaging a campus will give you science)
-Hills provide elevation to shoot over obstacles
-There is only anarchy when switching back to a previously used government. No penalty for switching to a new government
-Sean Bean will be voicing all tech and civic quotes, plus will be voicing wonder movies
-Civ unique districts are roughly 1/2 the cost of normal districts
-Pantheons do not become progressively more expensive as more are founded
-You can levy allied CS militaries to take control of their units.
-City states will provide yield bonuses to districts based on alliance level and CS type (i.e. Science CS will provide +science to the campus)
-Still no civilian stacking
-Unit purchase price increases the more units of that type you rushbuy
-Growth slows dramatically as you approach max housing (i.e. if you're at 4/5)...still unknown what happens when you hit max housing.
-Ancient/Classical units are not as expensive to maintain as more modern units
-Bonus resources can be harvested by builders for a production boost (removes them from the tile like forests)
-Fresh water gives more housing than salt water
Again,
screenshot album for those who missed the stream.