I also took some stills from the video. I'll try not to duplicate what has already been posted, and only highlight things I haven't already seen posted here. Some of this could maybe be added to the confirmed info thread if it isn't already. Here are ten stills with comments about what I inferred from them.
1. Here we see bananas, plantations, and the longswordsman unit.
2. Not really significant, but notice the battle result shown. Shows the damage system sort of (the cavalry took 1 damage point).
3. This shows the pop-up message about city combat (no real new info). Also, there is still the symbol showing connection to the capital (trade route). Also notice that in the tile information for where the mouse is hovering, it shows "Trade route!!". This reinforces the idea that roads will be like in CivRev, only able to build one between each combination of cities.
4. If you look at Kyoto, you can see a pretty clear representation of its health/damage points.
5. Here we see that cities can conduct offensive ranged attacks (probably just one per turn like units). Also, if you look at the top bar, you can see the purple numbers 922/890 (+14). Purple seems to represent culture in Civ V. I think this means that the player has surpassed a milestone allowing them to choose a new social policy, supported by the "adopt policy" bottun above the mini-map. Speaking of the top bar, I also noticed a frame not shown here where next to the red resource numbers, it says "resource deficit" or something, confirming the suggestion already made that it was thrown together in worldbuilder, and the red numbers mean there are more units than certain resources (and maybe they would be disbanded or something at the end of the turn).
6. Not really significant at all, just notice the info "we have luxury resources to trade". So I guess those are just minimized when the screenshot was taken. I'm really curious what's under the "other players" category. Maybe just the same old "stop trading with X" and "go to war with "x".
7. Don't know if this was pointed out before, but we can see here that the pikeman gets a negative terrain defense modifier, which is new (for defense).
8. This illustrates the promotion system, which looks pretty similar to Civ4. If you watch the video slowly, you can see those triple chevrons blinking upward. When he clicks on that bar, it reveals the two available promotions above. The existing promotions can be seen in the bar below. Also, notice the tile information "4 Horses". And visually there are four horses in the pasture. So maybe this indicates that each horse tile provides maybe 5-6 horse resources. So it would actually be 1 horse resource per horse unit, rather than 5:1 or something. Interesting, more intuitive way to represent it in my opinion. In picture number 5, you can see a pasture with only 2 horses running around. So I think the number of horses total you see in all your pastures represents how many more horse units you can build. So maybe if you've maxed out your horse units, you won't see any horses in your pastures. Make you wonder whether they would try to represent the same thing with iron for example, a certain number of chunks of iron sitting on the tile or something?
9. This just seems to very clearly show a ranged attack radius for the selected unit.
10. Screen capture of the tech tree when "Trapping" is being hovered over. Confirms the camp and trading post improvements. Deer, ivory, and fur resources. The trading post creating gold as a tile improvement suggests that gold producing cottages are gone.