Few comments from my game (Netherlands, Immortal, Epic, 15 player Huge, 8/23 I think) mostly about the late game and the road to victory.
Progress->Statecraft->Rationalism->Autocracy
Policies;
-The Netherlands UA fixes Progress' culture issue rather well, I've been happily reaping the boons that the tree offers all game long without being restricted by it's lack of culture. The policies help create a really robust state
-Personally, I separate the branches into active and passive. The active branches require the player to take a few extra steps and initiative to unlock their fullest potential, while the passive ones just provide their bonuses by playing the game in any way. I consider Authority, Statecraft, Imperialism and Autocracy the active policy trees. An active tree is also better when fewer players have picked it, the less other players with boosts to Combat/City-States/Conquest, the easier it is for the ones that picked the active tree to dominate in the appropriate sector.
-This was a game where few civs picked Statecraft, and two of the three others that picked it, happened to be neighbors and of same religion. It was therefore really easy to dominate the World Congress, especially after vassalising them. The Statecraft tree, even with the nerfed yields, provided huge rewards in this game through active city state play.
-Rationalism I rarely pick, but since I felt good with my culture and gold (and gold is also hammers). It worked okay, it did not make absolutely dominate in science as I was expecting, but it's boosts were fair and noticeable.
-I am extremely pleased with how Autocracy feels. It definitely gives you the tools to play actively and rewards active play accordingly, either diplomatically or tourism wise (or domination but that ain't happening in Huge maps). Statecraft+Autocracy is also the only consistent way to get strategic resource monopolies in huge maps. Also worth noting that Autocracy seems the best choice for civs with Unique Improvements; between getting 4

, 3

or 3

to all the UIs, I think the science is the best. I really did want to pick every tenet, especially Tier 2 were really hard choices. Also worth noting that Prora is by far the best ideology tied wonder, the culture gain can be insane and it's really fun with the Autocracy's and Progress' worker improvement speed boost. (probably better on a Huge map that has more tiles to pillage)
Path to victory;
-The AI felt more competent than past versions, I could not establish a cultural, scientific, growth or production lead until very late into the game by conquering my continent with Autocracy, in fact, I was never first at tech, with the Maya pushing for science victory, with the Industry-Order combo. And it also did quite well culturally, Morocco especially seemed very threatening tourism wise, though the travel ban that I enacted, the late game instant culture yields and the fact that most of the big tourism wonders were taken by other civs, really worked against Ahmad, it seems that CV is still tied to heavily snowballing civs for the AI. In general, even the smaller civs were very competent in Science.
-Still I am surprised how other civs never tried to Decolonise me. Not that I complain, it's an extremely annoying resolution, but it's just a little weird, especially since someone did try to vote to Decolonise the Maya, you'd think they'd do it for me after I became hated.
-The warmonger penalty feels a bit too heavy handed for Huge map games, they have more cities, the penalty does not scale with map size.. Not sure if it'd be appropriate to tweak it.. maybe not.
Warfare;
-It seems to me that in order to make conquests at a reasonable speed, a few appropriate policies have to be picked. This also feels true for the AI, as only those that picked Authority managed to make meaningful gains. Autocracy, however, really enables conquest as well.
-Ironclads can be absolutely devastating in city attack (I made them by upgrading Sea Beggars that have their own City Assault boost). Harbor cities are extremely defensible until the Ironclads come online.
-Air warfare this game has been the most involved yet. I am ashamed to admit that I did not know precisely how Air Sweep works, simply because I never needed it... until now! This was the first game where I HAD to build a substantial number of Fighters, both in order to Intercept enemy Bombers, and to clear the way for my own. Autocracy's Finisher was stellar in that regard (loved Autocracy this game)
-Let me tell you though, I understand the Air Defense nerf to Military Bases. They SHRED bombers, two-three runs and they're busted and have to repair. Basically made me use a nuke to weaken a strong capital. I think this might have went under the radar when the AI was lobotomised when it came to using planes, but now it became pretty obvious. Hopefully I'll get to test the new values in a future game.
-My Submarines kept getting slaughtered. It's not a great unit.
-Okay now hear me out, are Nukes maybe a bit too expensive to build? 10700 production... that's a lot. The Hubble is around 7k and it wins you the game... not to mention you can engi-rush it... 19 turns on a capital, at that point in the game techs are done in 7 turns, plus Great Scientists, the Nuclear Bunkers come few techs before them. I'd like to hear if anyone has HAD to build them to win lately, and not just for fun. I guess they are the only way to prevent the enemy from winning in some cases. I just feel like they are not really usable at this stage. Not that it's necessary that they should be, thermonuclear war is never a good prospect
Misc;
-Public Works were a lifesaver after getting Sanctioned, as well as after making a lot of conquests. I really have no problem with them as they are. They are situationally great. Of course I built them after other more convenient building that give boosts other than happiness as well. But they did come into play.
-Cut down on the corruption event, pretty please?? Not too much just a little.