No it would not.
Sorry guys but you are reinventing this "wheel" all over again. The C2C Team past and present has been thru this before. And not just once either.
And easily abused as well. Been there, done that type of situation.
Civics are getting worked on, in small increments. And Everyone has 1 or 3 they like or hate/don't use. You can not make wholesale changes because someone posts they want changes. Plus you need to realize we are aware of them too. We play the mod same as you. Some more than others of course. RL situations dictates that.
Well civics and especially traits matter less and less in later games as modifiers from other sources get bigger as eras pass.
I wanted civics and traits to have same impact during entire game.
So basically you want to keep traits and civics mattering less in late game than in early game?
I did two screenshots showing impact of civic choices on GP generation.
In both cases base GP generation is 1155 points. Modifiers are 330% from buildings, 75% from trait and 25%/170% from civics.
Currently GP is 1155+1155*(3.3+0.75+0.25) = 6121 GP
With GP focused civics: 1155+1155*(3.3+0.75+1.7) = 7796 GP
This means increasing civic boost from 25% to 170% boosted GP generation by ~27%
Really not much difference.
Multiplicative civics/traits:
GP is 1155*4.3*1.75*1.25 = 10864 GP
With GP focused civics: 1155*4.3*1.75*2.7 = 23467 GP
In this case focusing on GP civics would generate 216% more points.
If civics and traits were multiplicative then big cities with many buildings and wonders would be equally hit by civics/traits as tiny cities with no internal building/bonus boosts.
Also that -20% penalty to something in negative trait would hurt same for entire game.
And that +75% bonus to GP generation in philosophical trait would be very good for entire game without losing power.
In my end game its pretty extreme: I can switch civics to most primitive ones and empire productivity won't fall by much.
Even if I lost all traits and got all crime buildings my productivity wouldn't be cut by more than 50% in all areas.
Basically I just want traits and civics modifiers be as significant on endgame as on beginning of game.
100 base units, +10% from other modifiers and +50% from civics:
Additive would yield 100*(1+0.1+0.5) = 160 units.
Multiplicative would yield 100*1.1*1.5 = 165 units.
Same thing but civics are sacrificing certain modifier with -50% (or its beginning of game and they all are bad)
Additive: 100*(1+0.1-0.5) = 60 units.
Multiplicative: 100*1.1*0.5 = 55 units.
As you see here having multiplicative civics would make bigger impact than additive civic multipliers.
By the way properties adding/reducing stuff by percentage do less damage if you have very high modifiers from all other things.
Edit: Here is capital output after I switched last civics to beginning ones:
https://imgur.com/a/R6Qt1
Last civics VS first civics:
2365 / 1834
33246 / 23811
197213 / 18969
44713 / 43306
8974 / 6697
2167 / 1394
51517 / 39634
It seems like at end of game there isn't much difference for gold or culture if you are running default beginning civics or civics, that are unlocked last.
Highest impact is for Food and Production followed by Science.
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This thing can be flipped around:
Reduce/remove most modifiers from bonuses and buildings.
For example you could never get higher than 50 - 200% total modifier from bonuses, buildings and wonders in total.
This way total impact of traits and civics would be in similar magnitude.
Basically make civics/traits multiplicative or nerf buildings and obsolete them - it doesn't make sense for preindustrial buildings to exist in transcendent era.