I think some of the civics in the mod are very well balanced, and offer good choices depending on your goals and situations. But some are not so well balanced, and it seems you always end up choosing one civic and ignoring the others. In my opinion:
Government:
Generally well balanced - Monarchy for large armies, Oligarchy for GP, Empire for large empires. But I feel Theocracy is a little underpowered, with the war weariness and lack of spread of non state religions not really competing with the happiness benefits of Monarchy and Oligarchy.
Proposal:
Theocracy adds +1 for cities with state religion
Legal
Well balanced imo. Tyranny for max city size, Vassalage for large armies, Religious Law for GP, Bureaucracy for large empires.
Labour:
Probably the least balanced imo. Slavery is very strong, Caste System is worse than useless, and Serfdom and Wage Labour are good, but even in the late game aren't generally better than Slavery. Caste System is poor because civs that need to run priests can often build temples, and thus run priests that way without a -50% penalty. As the Mauryans, for example, you can run two priests in Pataliputra from the start and get a GS in 50 turns, or spend 15 turns building a temple (quicker if you get slaves) then run two priests and get a GS in 25 turns. The +2 XP don't really balance the massive benefits of slaves for improving, adding to cities and rushing buildings imo.
Proposal:
Caste System only has -25%. That way it's worth staying in Caste System as the Mauryans and getting a GS in 33 turns rather than going straight for Slavery.
Serfdom adds +1 to towns.
Wage Labour adds +2 to towns.
The last two are designed to make these worthwhile choices over Slavery in the late game, when towns should be more common, and to help make towns more valuable given the -1.
Economy
Well balanced imo. Agrarianism for GP, Trade Economy for economy, Patronage for culture, Military Economy for war.
Religion
Generally well balanced. Tho' Dynastic Cult seems a bit underpowered - the extra in capital is balanced by the medium upkeep, and the from religions can be annoying if you get a religion appearing in a city where you haven't needed to build a monument, or get two religions in a city. Also, religious freedom should get a science bonus imo, to make it more appealing.
Proposal:
Dynastic Cult gives +2 from Monument
Religious Freedom gives +10%
Government:
Generally well balanced - Monarchy for large armies, Oligarchy for GP, Empire for large empires. But I feel Theocracy is a little underpowered, with the war weariness and lack of spread of non state religions not really competing with the happiness benefits of Monarchy and Oligarchy.
Proposal:
Theocracy adds +1 for cities with state religion
Legal
Well balanced imo. Tyranny for max city size, Vassalage for large armies, Religious Law for GP, Bureaucracy for large empires.
Labour:
Probably the least balanced imo. Slavery is very strong, Caste System is worse than useless, and Serfdom and Wage Labour are good, but even in the late game aren't generally better than Slavery. Caste System is poor because civs that need to run priests can often build temples, and thus run priests that way without a -50% penalty. As the Mauryans, for example, you can run two priests in Pataliputra from the start and get a GS in 50 turns, or spend 15 turns building a temple (quicker if you get slaves) then run two priests and get a GS in 25 turns. The +2 XP don't really balance the massive benefits of slaves for improving, adding to cities and rushing buildings imo.
Proposal:
Caste System only has -25%. That way it's worth staying in Caste System as the Mauryans and getting a GS in 33 turns rather than going straight for Slavery.
Serfdom adds +1 to towns.
Wage Labour adds +2 to towns.
The last two are designed to make these worthwhile choices over Slavery in the late game, when towns should be more common, and to help make towns more valuable given the -1.
Economy
Well balanced imo. Agrarianism for GP, Trade Economy for economy, Patronage for culture, Military Economy for war.
Religion
Generally well balanced. Tho' Dynastic Cult seems a bit underpowered - the extra in capital is balanced by the medium upkeep, and the from religions can be annoying if you get a religion appearing in a city where you haven't needed to build a monument, or get two religions in a city. Also, religious freedom should get a science bonus imo, to make it more appealing.
Proposal:
Dynastic Cult gives +2 from Monument
Religious Freedom gives +10%