Alright, so played for a couple hours last night and a couple more this morning (give or take) and thought I'd sum up my impressions. I did a few bug reports on various things, and now I have a bunch of 'general' things that I don't necessarily want to put on mantis.
First off, it seems quite enjoyable overall, though it absolutely took me about 3 runs to figure out how to get off the ground properly. Made the mistake of building an early science lab in my first game, and basically nothing but fisheries in my second. On my third I finally realized that building a ton of shopping malls was a wonderful way to ensure plenty of cash, and things have been going much better since.
On to some of the problems/things I've noticed, in the random order that they occurred to me.
1. It seems to be impossible to complete act I because every single 'task' has required a building that I have no access to. I'm not sure if this is intentional to keep us in Act I for the time being, or if I'm missing some build bar somewhere.
2. The Warehouse currently seems to serve no purpose.
3. I'm not sure why you would ever build commercial offices. They require more people, power, police protection, and computing power than small shops, and produce fewer crowns, more pollution, and more trash, while having fewer hitpoints. Perhaps they have some other benefit that isn't documented that would make you want them, but right now they seem to be categorically worse in every possible way.
4. Pollution death spiral. I've seen this come up elsewhere, and gotten to experience it first hand as a wave of pollution suddenly crept up on me, decimating my workforce which made it impossible to build and man the Hazmat buildings to prevent it just getting worse, meanwhile my cemeteries overflowed... you know the story, I'm sure. Perhaps the tools are there to help counter this. I saw there are sliders for certain parts of industry, including hazmat rate. Maybe playing with those more would have helped, but it lacks tooltips at the moment, something I know is an ongoing work.
5. Buildings don't seem to repair. I'm not sure if this is a bug or there was some step I needed to take, but after some of my buildings got attacked by local wildlife (fisheries and warfs) they never got repaired at all, despite the tooltip saying there was repair available in the territory.
6. That brings me to combat, which is exceedingly confusing at the moment. I used fisheries (I think, maybe warfs, maybe both) to attack some local wildlife, and my buildings got destroyed and beat up despite me killing the wildlife. I'm not sure if this was some counterattack or cost of combat or what. All I know is I was clicking enemies and they were dying and after the dust settled half my buildings were destroyed or damaged.
6a. Similarly, I have no real idea how to attack people or anything outside when the game automatically brings up combat and auto selects my buildings to attack.
7. Territory specific resources. By which I mean police protection, chemical slurries, and things like that. It isn't always clear what is and isn't particular to a territory as opposed to something global. Food and water are global, but prepared meals seem to be territorial. Chemical slurries and computing power also seem to be territorial. I can understand many of these things, but it would likely be good to make it more clear that everything besides food/power/population/housing/water is particular to individual territories. Do warehouses help with this maybe?
8. Pollution in neutral waters is (currently) impossible to deal with. I can't build hazmat buildings in neutral waters, and so any pollution that drifts there will kill my people because I can't do anything about it. Perhaps this is intentional to make me choose between destroying the buildings and suffering the pollution problems.
9. More detailed information on pollution in general would be nice. Right now it is a sort of 'I think I need an extra hazmat maybe' sort of thing and hard to tell how much pollution is actually being generated in your individual territories, not to mention how much might be coming in on the wind.
10. Highlight information. Some important information in building tooltips and such is highlighted to help point it out. It'd be nice if things like crown production could be included in that, because it took me quite a while to realize that small shops produced crowns because I missed that the first time. I don't think every resource needs it's own color, but some of the really prime ones like crowns and power having distinct colors might be nice.
11. There doesn't seem to be any way to interact with other races yet, though I'm guessing that is an Act I thing. Oh, except for dumping my corpses on them.
12. Does dumping corpses/trash decrease the amount of corpses/trash in your buildings? It doesn't seem to, but I'm not entirely sure.
13. Thermal strip mines are great in mountainous areas based on their description, but can't be placed on mountains at all. Don't know if mountainous means areas that generally appear near mountains or what.
14. Information in general is rather hard to locate in the game. If you aren't short on something, you don't seem to be able to get a report on how much of anything you have. Will building a fighting pit require a new police station? Aside from counting up exactly how much police coverage I'm producing and using manually, there doesn't seem to be any way to check other than building it.
15. It is very nice that if you destroy a building on the turn you build it, you get a full refund.
16. It is similarly nice that the overall effects of a building are fed into your overall needs and such right away before it becomes active, giving you a chance to be less blindsided by shortages and such.
17. Such a small tech tree, and nothing to do with research once you've finished it. I'm sure this is a 'you are stuck in act I' problem though.
Okay, I think those are my main thoughts so far. I'm enjoying myself overall, and the main difficulty is one of availability of information, which is one I think is already well known and being worked on.