In general, on the discussion of Fantasy vs Reality civs:
This is a fantasy game. So, if a civ bears a close resemblance to a real-life civilization, that's no big deal. As long as it's not a direct enough analogue to a true civilization, suspension of disbelief can be maintained. The Chislev do break that a little bit, regardless of their mix of different abilities. They're American Indians and as long as they have associations there, they will evoke that image no matter how many unique and strange mechanics they have. As it is, for me, they fall into an "Uncanny Valley" of Civs in a fantasy game. I don't play them for that reason.
But, IMO, what one wants to do is invent "new" civilizations that hold to some sensible, internally justifiable mechanics, but are remarkable in their differences. For the most part, that seems to be the way most Civs are developed.
Still, the Civs that are the most entertaining to play are the ones that are unique and very different from your standard, run-of-the-mill play experience. That usually means they have to be very different in how they are structured and require special mechanics to be introduced. That ain't exactly easy.
So, we get Civilizations that are mostly human analogues with some game-mechanics twists thrown into the mix for added spice. That's fine. We are, after all, humans and some of the play we'd like to engage in has to allow for intuition or it's not, necessarily, as rewarding.
But, very radical civs can be rewarding, if they're done right. (IMO) If I had the necessary skills and knowledge of game mechanics, I'd love to design a few very radical ones. But, I don't.
