It's weird seeing C2C with so many of the suggestions I made that were incorporated into RoM. (Kinda cool and funky - like the Power column etc.) I mean now it's what it is and I'd like to contribute towards the discussions for it in case it's useful.
In general I think while the civics (and number of them are cool, do feel a bit all over the place conceptually) - caught up between describing 'what my civ is', 'why my civ would like to strive for' and 'my policy towards x is.' I also think the civic choices could better reflect a more interesting 'narrative' to the civ (inferring greater ideology/prejudice and assumption.) Rather than seeing to 'describe' every eventuality. That's just a general and I admit abstract perception!
Would it ever be possible for a civic interface screen to create a graphical divide between 'civics' and 'policy'?
Incidentally here is some of the original icon civic art I did for RoM
In case its amusing/useful, these were the original definitions/rationale behind the later ROM civic columns.
In general I think while the civics (and number of them are cool, do feel a bit all over the place conceptually) - caught up between describing 'what my civ is', 'why my civ would like to strive for' and 'my policy towards x is.' I also think the civic choices could better reflect a more interesting 'narrative' to the civ (inferring greater ideology/prejudice and assumption.) Rather than seeing to 'describe' every eventuality. That's just a general and I admit abstract perception!
Would it ever be possible for a civic interface screen to create a graphical divide between 'civics' and 'policy'?
Incidentally here is some of the original icon civic art I did for RoM

Intro
The civic columns are there to produce an impression, almost an impressionist painting as it were, of what a civ looks like. No civic choice is absolute, no 'democracy' is completely democratic for example. They are steeped in political and social definitions, they are not anthropological and are primarily concerned with the representation of dominant ideas and theories, not 'every' theory, and only the causes of circumstance - and not to reflect every concievable circumstance a player can imagine in their civ (thus requiring its own civic choice...)
Government
The ideological basis for the civ, the executive power.
Power
The dominant sphere of power behind the 'government' choice, sometimes a class of citizenry, sometimes a political institution.
Society
The leading sphere of influence within society - sometimes a belief (such as caste) - sometimes a system as in Vassalage, sometimes a social class, proles/bourgeious, sometimes a political preference. They are all based on the evolution of social dyanmics in our history.
Economy
System of economics
Religion
The political and social basis for your civ's church and religous institutions.
Welfare
The system of welfare provisal, is it personal responsibility? Private enterprise, the church - all have social political repercussions.
In case its amusing/useful, these were the original definitions/rationale behind the later ROM civic columns.