The game really suffers from the terribly slow pacing at the start of the game. Even Frogboy in his video skips the first 70 turns or so (70 turns is a substantial amount of turns in a strategy game!). It is a real problem if you are starting a game with little to no strategic choice until you are a long way into it. Often games drag at the end when the result is inevitable - but this should never happen at the start!
I find that I get into such a mind-set of 'move my one stack - end turn - move my one stack - end turn - etc etc' that I lose concentration of building queues and other things. By about turn 30 or 40 I've lost interest in what I'm doing.
Also, I have no real sense of discovery with the land because it is all just too slow and boring. It becomes a 4X game after about 100 turns or so...
EXplore? Too slow and no real point. Are you trying to discover the best resources and choke-points during this phase. Not really because you have nothing to use to EXpand or EXploit with. EXterminate? With what?!
Once you get to over 100 turns it starts to pan out, but oh man that first phase doesn't do the game any favours at all.
So where is this falling over?
I like that research takes time - but this drags on at the start of the game. I think that this becomes noticeable though because of the rest of the slow pace so I place this in the 'symptom' class rather than the 'cause' class. The starting techs in the Military tree should be available for all factions right from the start though.
Building queues also take a hell of a long time to do anything. However I agree that they should take time. Another symptom!
The underlying cause is the slow movement allowance of the units. 2 squares is like playing hobbled! 3 squares would make a world of difference. I say this since playing Warlock - Master of the Arcane where the standard unit movement is 3 hexes but when you move settlers around with their 2 movement allowance it really highlights the difference.
Another cause is that you don't have much to do for the first 70 odd turns. Need more units to play with right from the start.
Imagine at the start of the game you had a set number of unit production points, say 500 or 600, to spend on buildings or units. You immediately need to exercise strategic choice over setting the city up for the long haul; getting military units to get a start on the surrounds; investing in pioneers to expand; investing in scouts to explore. Things to do right away.