Firstly: Thanks for this mod, it makes FF feel finalized. 
I made some changes to the Civics, because I got a feeling that some of the just seem too good to start with them outright.
I put some of them to the Value Techs, to make them more interesting, even if they are no prerequisite for other Techs. And to distinguish further.
I'm sure you've planned to make some changes to them anyway, but I made it already so no harm in sharing them. And of course to discuss the changes.
Changelog
Exploration
- Bureaucrazy
- Charter
Notes: The Federation (and the other Exp. Civ's) have to choose if they go for Economy or Starfleet. I put a +10% cost for distance to palace on Bureaucrazy, because imo it is just too good to start with, without a drawback.
Warrior Code
- Police State
- Empire
Notes: Again Warmongers have to choose if they want to build a fleet fast, but with higher costs, or if they want to make people fond of their strength. I changed 2 happy faces to 1 happy face per military unit on Empire. The idea is that you need a big fleet, or people think "Our Empire is weak".
Isolationonism
- Xenophopia (well that was easy
)
- Evangelism
Notes: I was tempted to remove the happiness modifier from the Barracks. Evanglism makes sense, because it removes the possibility of improving diplomacy if no other Value can spread there. And +2 Exp fit's the Romulan Empire quite well.
Capitalism (Rules of Aquisition)
- Mercantilism
Notes: The Ferengi are traders. Therefore I removed the "no Foreign Trade routes" from Mercantilism. This makes Free Market a bit underpowered in comparison, so I made it +2 Trade routes, but with +1 unhealthy.
Total Logic
- Slavery
Notes: if the Vulcan were in the game, it would make sense to make Pacifism a part of Total Logic, but the Borg seem not to fit the theme. Slavery fits Borg and Vulcan as well: "The Needs of the Many Must Outweigh the Needs of the Few or the One." Maybe it should be renamed...
Prophets
- Serfdom
Notes: This was a bit difficult because I don't know DS9 very well (so I should play the Scenario right?
). I think it makes at least a bit sense: faster workers mean faster warp lines, and that can be translated in "wormhole technology". Which is THE domain of the Prophets, isn't it?
Pah Wraits
- Organized Doctrine
Notes: I'd say the "evil" prophets should get a big bonus for a big minus. On the other hand, they did "build" some things on Bajor, so... But I really don't know, because this is the first time I ever heard of Pah Wraits.
These changes should make some interesting descisions. I would recommend to enhace the cost for each starting tech, and remove them from being able to get in a wreckage, but that's up to you. The reason is, that they should not be researched or found before the game has "spread" the Value in the Capital, which is usually at turn 5-7. Still they are starting technologies, so maybe some of the Civics are nevertheless overpowered.
To the other Civics:
Universal Database
- Representation
- Idological Plurism
Notes: I wanted to put them far away, maybe to the last techs, but then it would not make sense to adopt them at all, because they both enhance Science. But now Universal Database seems to be a bit overloaded with science enhancing things, therefore I would recommend to split this tech in two. Or the Civics should go somewhere else?
Recreation Facilities
- Pacifism
Notes: The idea behing this is to create Planets like that holiday planet in TNG (can't remember the name) - at least lore wise. If people are able to hang around, they maybe get some thoughts about all that war stuff. But to know that we value peace and love also makes people very happy. I changed the civic to give +2 happy faces and +50% war weariness. Edit: maybe that makes it a bit useless?
Hyper Subspace Communication
- Collective (no change)
- Universal Suffrage
Notes: Collective makes "you may spend gold to finish production". Nothing else, so it is maybe not so strong, and could be switched somewhere else. On the other hand: in the end, you maybe want to build some things on all the newly conquered planets, or just finish your builder style empire. Universal Suffrage ist just too plain powerful imho, so I put it far away. Another idea was to nerf it and put it quite at the beginning, maybe even at the Prophets or IDIC.
Subspace Radio
- Free Speech
Notes: Well it just fits.
Replicators
- Self Betterment
Notes: not everything has to be changed, right?
Enhanced Warp Field
- State Property
Notes: For this one I searched a tech, that combined Economic and Military strength. To make People give their belongings to the State, you have to show that you are a good leader (e.g. still be alive) and have the ability to go to planets that don't like the idea quickly. And mechanic wise it seems better to put such a powerful Civic far away in the tech tree.
well, what do you think about it?
[files attached later in this thread]

I made some changes to the Civics, because I got a feeling that some of the just seem too good to start with them outright.
I put some of them to the Value Techs, to make them more interesting, even if they are no prerequisite for other Techs. And to distinguish further.
I'm sure you've planned to make some changes to them anyway, but I made it already so no harm in sharing them. And of course to discuss the changes.
Changelog
Exploration
- Bureaucrazy
- Charter
Notes: The Federation (and the other Exp. Civ's) have to choose if they go for Economy or Starfleet. I put a +10% cost for distance to palace on Bureaucrazy, because imo it is just too good to start with, without a drawback.
Warrior Code
- Police State
- Empire
Notes: Again Warmongers have to choose if they want to build a fleet fast, but with higher costs, or if they want to make people fond of their strength. I changed 2 happy faces to 1 happy face per military unit on Empire. The idea is that you need a big fleet, or people think "Our Empire is weak".
Isolationonism
- Xenophopia (well that was easy

- Evangelism
Notes: I was tempted to remove the happiness modifier from the Barracks. Evanglism makes sense, because it removes the possibility of improving diplomacy if no other Value can spread there. And +2 Exp fit's the Romulan Empire quite well.
Capitalism (Rules of Aquisition)
- Mercantilism
Notes: The Ferengi are traders. Therefore I removed the "no Foreign Trade routes" from Mercantilism. This makes Free Market a bit underpowered in comparison, so I made it +2 Trade routes, but with +1 unhealthy.
Total Logic
- Slavery
Notes: if the Vulcan were in the game, it would make sense to make Pacifism a part of Total Logic, but the Borg seem not to fit the theme. Slavery fits Borg and Vulcan as well: "The Needs of the Many Must Outweigh the Needs of the Few or the One." Maybe it should be renamed...

Prophets
- Serfdom
Notes: This was a bit difficult because I don't know DS9 very well (so I should play the Scenario right?

Pah Wraits
- Organized Doctrine
Notes: I'd say the "evil" prophets should get a big bonus for a big minus. On the other hand, they did "build" some things on Bajor, so... But I really don't know, because this is the first time I ever heard of Pah Wraits.

These changes should make some interesting descisions. I would recommend to enhace the cost for each starting tech, and remove them from being able to get in a wreckage, but that's up to you. The reason is, that they should not be researched or found before the game has "spread" the Value in the Capital, which is usually at turn 5-7. Still they are starting technologies, so maybe some of the Civics are nevertheless overpowered.
To the other Civics:
Universal Database
- Representation
- Idological Plurism
Notes: I wanted to put them far away, maybe to the last techs, but then it would not make sense to adopt them at all, because they both enhance Science. But now Universal Database seems to be a bit overloaded with science enhancing things, therefore I would recommend to split this tech in two. Or the Civics should go somewhere else?
Recreation Facilities
- Pacifism
Notes: The idea behing this is to create Planets like that holiday planet in TNG (can't remember the name) - at least lore wise. If people are able to hang around, they maybe get some thoughts about all that war stuff. But to know that we value peace and love also makes people very happy. I changed the civic to give +2 happy faces and +50% war weariness. Edit: maybe that makes it a bit useless?
Hyper Subspace Communication
- Collective (no change)
- Universal Suffrage
Notes: Collective makes "you may spend gold to finish production". Nothing else, so it is maybe not so strong, and could be switched somewhere else. On the other hand: in the end, you maybe want to build some things on all the newly conquered planets, or just finish your builder style empire. Universal Suffrage ist just too plain powerful imho, so I put it far away. Another idea was to nerf it and put it quite at the beginning, maybe even at the Prophets or IDIC.
Subspace Radio
- Free Speech
Notes: Well it just fits.
Replicators
- Self Betterment
Notes: not everything has to be changed, right?

Enhanced Warp Field
- State Property
Notes: For this one I searched a tech, that combined Economic and Military strength. To make People give their belongings to the State, you have to show that you are a good leader (e.g. still be alive) and have the ability to go to planets that don't like the idea quickly. And mechanic wise it seems better to put such a powerful Civic far away in the tech tree.
well, what do you think about it?

[files attached later in this thread]