Okay, I'm just going to post the entire civics roster now. I'm pretty content with it right now.
GOVERNMENT
Dynasticism (low): +1 happiness per military unit (+4 max), +20% Wonder production
City States (high): +1 food per specialist if city works at most 7 land tiles, +100% number of cities upkeep
Theocracy (medium): +2 unit experience with state religion, +1 happiness with state religion, double Priest slots, +1 unhappiness from non-state religions
Autocracy (medium): can draft 2 units, +50% Great General rate, +2 happiness from Barracks
Republic (high): +50% Great People rate, +100% Cottage growth
ORGANIZATION
Vassalage (low): +2 unit experience, +2 commerce from Forts, +1 happiness from Castles
Absolutism (high): +40% production and commerce in Capital
Representation (medium): double Statesman slots, +2 happiness in largest cities, +1 happiness from Courthouses
Totalitarianism (none): no city distance maintenance, +1 happiness per military unit (+4 max), +1 espionage per specialist
Egalitarianism (high): double Artist, Scientist, Merchant slots, +1 production from Towns, unhappiness for civs without Egalitarianism
LABOR
Slavery (medium): can sacrifice population to finish production in cities
Agrarianism (low): +25% worker rate, +1 production from Pastures, +1 commerce from Farms
Capitalism (medium): +2 commerce from Towns, +25% trade route yield, can spend gold to finish building construction
Industrialization (low): double Engineer slots, +1 production from Workshops and Watermills, +10% production
Public Welfare (high): -50% corporation unhappiness, +2 research per specialist, double production for Hospitals, Universities
ECONOMY
Guilds (high): +1 commerce from Workshops and Watermills, +1 unhappiness from Banks, double production for Forges, Markets, Grocers
Mercantilism (medium): no additional commerce from foreign trade routes, +50% commerce from trade through Capital, +1 commerce from Plantations and Slave Plantations, double production for Custom Houses
Free Market (low): +1 trade route, +25% corporation commerce
Central Planning (high): +1 production per specialist, +1 food from Workshops and Watermills, -1 commerce from Workshops, Watermills and Towns, double production for Factories and Coal Plants
Environmentalism (medium): -30% unhealthiness, +2 commerce from Windmills, Watermills and Forest Preserves, +1 happiness from Public Transportation, double production for Recycling Centers and Hydro Plants
RELIGION (+1 unhappiness for non-state religions unless stated otherwise)
Pantheon (medium): can build classical wonders, +1 happiness from Pagan Temples
Organized Religion (high): +25% building production in cities with state religion
Scholasticism (medium): +40% Great People birth rate in cities with state religion, can train missionaries with Monasteries
Fanaticism (low): +25% unit production in cities with state religion, no non-state religion spread
Secularism (low): no unhappiness for non-state religions, +10% research, can build wonders with state religion requirement
MILITARY
Mercenaries (medium): can spend gold to finish unit production, rushed units start with the Mercenary promotion, double production for Walls
Levy Armies (low): extra free unit upkeep, units are produced using food, double production for Castles
Standing Army (high): +2 experience for Land units, +1 production from Forts, double production for Barracks, Stables
Naval Supremacy (medium): +2 experience for Water units, +25% production of water units, +1 production from Fishing Boats and High Sea Fishing Boats, double production for Harbors, Lighthouses, Drydocks
Multilateralism (none): +100% war weariness, +1 gold upkeep per military unit, +1 free specialist per city
GOVERNMENT
Dynasticism (low): +1 happiness per military unit (+4 max), +20% Wonder production
City States (high): +1 food per specialist if city works at most 7 land tiles, +100% number of cities upkeep
Theocracy (medium): +2 unit experience with state religion, +1 happiness with state religion, double Priest slots, +1 unhappiness from non-state religions
Autocracy (medium): can draft 2 units, +50% Great General rate, +2 happiness from Barracks
Republic (high): +50% Great People rate, +100% Cottage growth
ORGANIZATION
Vassalage (low): +2 unit experience, +2 commerce from Forts, +1 happiness from Castles
Absolutism (high): +40% production and commerce in Capital
Representation (medium): double Statesman slots, +2 happiness in largest cities, +1 happiness from Courthouses
Totalitarianism (none): no city distance maintenance, +1 happiness per military unit (+4 max), +1 espionage per specialist
Egalitarianism (high): double Artist, Scientist, Merchant slots, +1 production from Towns, unhappiness for civs without Egalitarianism
LABOR
Slavery (medium): can sacrifice population to finish production in cities
Agrarianism (low): +25% worker rate, +1 production from Pastures, +1 commerce from Farms
Capitalism (medium): +2 commerce from Towns, +25% trade route yield, can spend gold to finish building construction
Industrialization (low): double Engineer slots, +1 production from Workshops and Watermills, +10% production
Public Welfare (high): -50% corporation unhappiness, +2 research per specialist, double production for Hospitals, Universities
ECONOMY
Guilds (high): +1 commerce from Workshops and Watermills, +1 unhappiness from Banks, double production for Forges, Markets, Grocers
Mercantilism (medium): no additional commerce from foreign trade routes, +50% commerce from trade through Capital, +1 commerce from Plantations and Slave Plantations, double production for Custom Houses
Free Market (low): +1 trade route, +25% corporation commerce
Central Planning (high): +1 production per specialist, +1 food from Workshops and Watermills, -1 commerce from Workshops, Watermills and Towns, double production for Factories and Coal Plants
Environmentalism (medium): -30% unhealthiness, +2 commerce from Windmills, Watermills and Forest Preserves, +1 happiness from Public Transportation, double production for Recycling Centers and Hydro Plants
RELIGION (+1 unhappiness for non-state religions unless stated otherwise)
Pantheon (medium): can build classical wonders, +1 happiness from Pagan Temples
Organized Religion (high): +25% building production in cities with state religion
Scholasticism (medium): +40% Great People birth rate in cities with state religion, can train missionaries with Monasteries
Fanaticism (low): +25% unit production in cities with state religion, no non-state religion spread
Secularism (low): no unhappiness for non-state religions, +10% research, can build wonders with state religion requirement
MILITARY
Mercenaries (medium): can spend gold to finish unit production, rushed units start with the Mercenary promotion, double production for Walls
Levy Armies (low): extra free unit upkeep, units are produced using food, double production for Castles
Standing Army (high): +2 experience for Land units, +1 production from Forts, double production for Barracks, Stables
Naval Supremacy (medium): +2 experience for Water units, +25% production of water units, +1 production from Fishing Boats and High Sea Fishing Boats, double production for Harbors, Lighthouses, Drydocks
Multilateralism (none): +100% war weariness, +1 gold upkeep per military unit, +1 free specialist per city