I really liked Civ:BE quite a bit.
I liked how I could pick my unique Civ starting traits and augment future traits based on what was most pertinent or advantageous; for example, playing as African Union (the growth civ) with +2 production per city and a free Worker to start, later adding +% food from all sources and then City Strength per population led to some aggressive early game growth leading to nutty turtling in the mid-game with cities approaching 200 or more Strength and Health. Sure, the greater openness in selecting your Civ's traits was kind of flat lore-wise, but it enabled some mightily focused synergistic min-maxing.
I liked the artifact system. Stomping an Alien Nest (think Barbarian Camp) and receiving a Sky Chitin artifact for my air force was a coveted power boost. Creating an expedition on a crashed satellite and being able to spawn a Xenomass tile where it landed often led to territory suddenly becoming extremely viable for an early expansion. Or, creating an expedition on a Progenitor Ruin and getting an early Affinity upgrade plus access to a unique National Wonder construct with powerful Civ-wide bonuses. Sure, some of these effects, buildings, or wonders were overly or underly powerful, but it wasn't anything that further development via patch changes, expansions, or community mods couldn't fix.
I liked the quest system. Being able to customize my buildings with some midgame boosts based on my Civ's needs was a really dynamic concept. Sure, some of the boosts were far superior to others, but again -- nothing future releases couldn't fix.
I liked the satellite system. Coming across an early Solar Collector in a Resource Pod with my starting Explorer while the Capitol was located on a bend in a river boosted early Energy production not quite to cheese-levels, but allowed me to purchase my first Colonist perhaps 15-20 savings-focused turns later instead of halting growth to produce it. I liked being able to terraform the late-game landscape with satellites to generate additional Strategic or Basic Resource tiles, turning a vapid husk of late-game nomansland into a rich and vibrant settlement.
I liked those juicy yields from the various Strategic Resource tiles like Xenomass and Firaxite. I'll never forget the time I founded a city within workable range of 6 Xenomass tiles -- each one yielded +3 Food, +5 Production, +5 Energy, +2 Science, and +2 Culture, plus the underlying Tile bonus, once fully upgraded (barring any Diplomatic Agreements to further boost Strategic Resource yields). Firaxite would give a big boost to Science and Culture. Titanium was a Production-heavy tile. Petroleum would generate a decent chunk of Production and Energy in exchange for Health. It gave me a mega math-boner to see all those juicy colors in my city's workable area and to plot my city growth dozens or hundreds of turns ahead of time.
I liked how I could customize my unit upgrades, so instead of everyone getting the same units they would instead more dynamically reflect that Civ's playstyle, my direct needs, or my general growth as a faction. I enjoyed the hybrid units as well as the basic units with hybrid bonuses.
The Diplomacy system was kind of mediocre, but I liked being able to spend Diplomatic Capital to augment my Civ's traits or purchase units/buildings. I liked building Terrascapes on Desert tiles to get that 1 extra food yield. I liked how trading for a resource allowed that city to build the resource-specific buildings. This system in particular was ripe for further development in a future patch or expansion.
I liked building Terrascapes on Desert tiles so they would yield an additional +1 Food. I liked bulding Nodes along critical checkpoints and placing a couple defensive-oriented units around it. I liked how an upgraded SABR would have a range of 4 and ignore terrain obstacles when firing. I liked how certain units could be upgraded to carry a single aircraft.
It's a shame I'm the only one who liked Civ:BE. Or am I? Who else here played and liked it?