Thanks for doing this. I haven't had a chance to play a game; just to look them over. All in all, I like what you've done. It really does make the Civics page more conceptually simple. My main suggestion is that the Government civics be buffed, so that there are more substantial differences between them. That is the first and, it appears to me, most important category, and so it should be the most consequential decision. For Education, I would nerf the Rapid Education and Instant Education options. As for Language, I don't like the way the options are simply a linear progression of improvement, but I'm not sure how to change it, other than that they should be nerfed too. I would be very interested to know what you are planning for Expanded Civics. For my space colonization modmod, one of the items on the agenda is to add some new civic options for the late game, and I would be very happy to see someone else do that instead. Here are some ideas on my list. I would probably not implement all of them. Government Robocracy. Requires Binary Legislation. Your civilization is ruled by Three Laws-Compliant AI. Greater science bonus than Technocracy, but at a cost of slower military production. Consensus. Requires Sentient Earth. Now that your civilization has been wired together into a single consciousness, decisions are more harmonious. But it is more difficult to change course. Similar to Democracy, with greater happiness bonus and higher upkeep. Rule Rhizomes. Requires Mesh Networks. Your civilization is now divided into highly autonomous cells, which are governed by open source protocols rather than a central government. No maintenance costs from city distance, slow unit production, highly unstable. Power Money. Requires Megacorporations. Your civilization follows the Golden Rule: those who have the gold, rule. Not at all like real life. Money bonus in all cities. Society Knowledge. Requires Knowledge Mercantalism. Your civilization's values: to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no man has gone before. Science and Education bonus to all cities. Economy Growth. Requires Utopia Destiny. Your goal is as much economic growth as possible, and state policy is relentless oriented in this direction. Bonus to science and production, loss of money, significant pollution. Military Militarized Space. Requires Solar Ordnance. Someone has been watching too much Star Wars. Faster production of spaceships and certain space-based military buildings. Religion Syncretism. Requires Synergetics. A project to unify religion, philosophy, and science into a single system of thought. No state religion, minor science bonus (compared to Atheist), great person bonus. Transcendence. Requires Ascension. Might your universe merely be some kind of simulated reality? Nah, couldn't be. Major great person bonus, loss of hammers and money. Welfare Immaterialism. Requires Attometer Nanomorphism. Having shed physical bodies, your people no longer have physical needs. Similar to Superhuman, but with a production instead of a science bonus. Garbage Recycling. Requires Recycling. Recycle, reduce, reuse, and close the loop. Pollution reduction and health benefit, high upkeep, loss of gold. Off-Planet Dumping. Requires Coilgun instead of Astronautics. Now you shoot garbage into space with a giant gun. Immigration Species Regulation. Requires Interstellar Trade. ET is welcome to visit, but he's not getting a prepaid calling card. Similar to Secure Borders, but with a health bonus and higher upkeep. Agriculture Vertical Agriculture. Outdoor farms take up too much space and are not good for the environment, so they have been moved indoors. Major increase to food production, pollution reduction, very high upkeep. Currency Post-Currency. Requires Synergetics. Most people no longer use money, and all goods are available for free. Governments and large organizations still use money. Similar to No Currency, but the penalties are not as severe, and there is a major boost to happiness and health.