I'm loving a lot of the changes that were made here with civics (and not just because I see a lot of my ideas ingrained in them

). I'll give my first impressions on the new civic changes, with the caveat that I of course haven't really played through with them yet.
Government:
Monarchy- Inheriting a quasi-Manorialism bonus, as well as as having great cohesion with Vassalage, wow. I think Monarchy is in a good place now. Still not too sure about replacing the double Jail production speed with a flat -25% distance maintenance, but it could work.
Republic- Early game Republic civilizations (i.e. Greece, Phoenicia, Rome) are really missing that free specialist slot that they lost in 1.18. Part of me thinks that you got tired of every other week people reporting as a bug that they haven't unlocked their free merchant slot because they haven't researched Currency yet, so you removed it

. I just wanted to point out that building a Library in the early game is usually a big investment, especially in your next two cultured cities that aren't your capital. So what usually ends up happening is Republican Greece or Phoenicia will usually just have 3 free Citizen specialists for most of their historical game. Maybe Republic can get back that free specialist slot for their 3 most cultured cities?
Elective- Losing the pasture/camp and barracks/stable bonus definitely hurts, and I think Elective could use a little love. What about -50%

required to expand borders out? Could help with civilizations like Mongolia who is trying to cover as much land as possible for their UHV, or Poland, who might want to culture bomb their neighbors food tiles, to help their own cities grow. Also the effect doesn't have much staying power, which is what you are going for with this civic.
Society:
Manorialism- I think the idea is to keep your population low enough to avoid hitting the health ceiling, and instead utilize Vassalage to build with your excess

. Still, I have to say I'm not a fan of +2

, or negative effects for civics in general, unless the situation really calls for it.
Individualism/Egalitarianism/Totalitarianism- I like it. The dichotomy between these three late game civics seems much more balanced, and Totalitarianism got a much needed buff. It looks like there is no longer a civic to double engineer slots, which could hurt civilizations like Japan. Is there another civic we could put that effect in, with the understanding that it is a fairly powerful effect?
Legitimacy:
Bureaucracy/Constitution/Stratocracy- My initial impression is that Constitution is good, Stratocracy a little weak but I need to play around with it to be sure, and Bureaucracy is easily S-Tier. If Bureaucracy only had the capital production bonus, as well as the capital infrastructure bonus ability, it would be a respectable civic, and competitive with Constitution. But it also has +50% capital commerce, as well as gold rushing as the icing on the cake of an already strong civic. I recommend pushing gold rushing to Constitution, changing Bureaucracy back to +50%

instead of

, and giving something else to Stratocracy, to keep it competitive with the other two. All gunpowder units start with Combat 1 could help, especially if you are drafting a lot.
Economy:
Regulated Trade- With Tributaries and Colonialism losing their capital commerce buff, and there being more cities on the map for an empire to manage, my initial reaction is this civic needs a little buff. It may still be the go-to civic for small empires, but I think this civic is also meant to portray early modern mercantilist civilizations, such as France and Spain, and I think this civic should reflect them a bit better. Spitballing some ideas: Double yield/commerce from corporations in capital? Or, +0.5

in capital for every unique type of resource you have? i.e. Owning at least one Wheat, Amber, Coffee, etc. will net you 0.5

for each, but you won't receive more for more copies.
Public Welfare- I just wanted to add that I felt this civic was designed for me, and I'm glad to see it finally find a good spot between Free Enterprise and Central Planning, as a proper late game civic. So many times in the late game, I get sick of queuing up several buildings in my unimportant cities, and just tell them to build

. Well this civic now allows me to do so and not feel guilty about it.

Although I will miss the +1

per extra

in my cities. I thought it's a cool effect, and I hope it finds its way back in the game, somehow, someway.
Territory:
Thalassocracy: Also just wanted to comment on how much I love this new civic. Maritime civilizations are usually lacking in

, as most of their tiles are out at sea. Well, the double production speed for some key coastal buildings really helps give these civilizations a little boost.