Very cool live stream. Can't wait to see more once the invitations are out and other players put up streams. In the meantime, a few stray thoughts:
That is a very stylish tech tree. I also like how the shape of the symbols indicates the type of item unlocked - hexagons for quarters, squares for city improvements, chevrons (?) for units. For some (all?) part that also translates to the construction menu. Consistency and clear symbology is good.
I like the filter options with the construction menu. Is there or could there be an option to flag items as "not interested". It might be that because of the nature or purpose of a city, you are never going to build certain things. Might be nice to get them out of the way, so they don't block your buildables queue forever. Alternatively, could the filter be multi-tick?
There seemed to be quite a lot of build options are the end of the stream for the fact that it was only 11 turns or so in. That said, a) it was a set-up start, so tech progression and build-up status may not be aligned, b) the devs used science focus which naturally unlocks a ton of stuff. Also, c) a lot of build options can be a good thing, if the approach is that you are rarely ever going to build everything. Choice is good and I really don't like a "build everything everywhere" gameplay. It would be great if a typical city would only ever construct a portion of possible options - those most suitable to its environment and the player's overall strategic requirements.
That science focus ability seemed quite powerful in the right circumstances btw. If that's balanced with the other general abilities hurray! Better a few "imbalanced" big abilities than bunch of flavourless +10% here and there.
Quite interesting to see that most tiles only give either food or industry. Not sure I saw any combo tiles anywhere. (I like the differentiation between dense and light forests). I wonder if that could take away from the map influencing if and how you might specialise a city. It sort of suggest that you can do anything from most locations ...
Did that copper resource requirement call for a deposit of cupper or a stock? Obviously, that would (likely?) apply more generally, whether there is an element of accumulating strategic resources before construction things or whether it's purely determined by nodes controlled, similar to Civ V I guess.
The balance between stability, number of cities, number of administrators has potential.
Was there any additional cost to add the quarter to the salt mine instead of the city? Doing so would immediately add many more exploited tiles, so would seemingly always be a preferred option.
I suppose you can have only one outpost per territory?
The battles seem a neat evolution from EL. Short and to the point, but some level of tactical play is possible. I look forward to seeing the more complex versions of later stages.