I made a wish list of some civic mechanics that I would like to see to make certain civics stand out more, but I don't think would be too difficult to implement. I could be wrong. This is not a high-priority project.
+X% gold from Pillaging: This is for the in-the-works Raiders civic. The civic itself represents a military based more on part-time raiding than organized soldiers for pitched warfare. It currently will use the enslave mechanic, but I would also like for it to produce more gold from pillaging.
+X% unit production by domain: This is for the in-the-works Naval Supremacy military civic. One of its effects is to increase the production of all naval units. I can currently do this by increasing the production of each unit combat class (Wooden Ships, Steam Ships, etc.), but this requires five bullet points. If civics had production by domain, it would need only one. Buildings can produce by domain, such as Drydock boosting naval unit production. I would like this ability on civics. Likewise, production by combat class would be nice to have on buildings. For example, Stables could have +50% production for Mounted units, while Knight's Stable gives +50% production for Mounted units and +2 XP. This would put Mounted units on the same XP curve as other units of their era.
+X relations with civilizations with same State Religion: This is for State Church. State Church represents belonging to a powerful, multinational religion with political pull of its own. I think it would be very appropriate for this civic to boost relations with other civilizations with the same state religion. Divine Cult is too limited to a single nation, Intolerant may go after those it feels are "heretics", and Reformation is out of the political business.
Religions have no effect: This is for Personality Cult and Atheist. It would be the equivalent of Corporations have no effect on the Planned civic. All religions would simply not function while the civic was in place. This would take the place of the No state religion and No non-state religion spread on these civics. It would also negate Atheist's unhappiness penalty, but I think there are other ways we can rebalance the civic if necessary.
+X% building production: This is for Public Works. The problem here is actually a game text issue, not a civic XML issue. Buildings that say +X% building production are actually combining a general hammer production bonus with an equal negative unit production penalty. This works for any negative unit production penalty; the production that can be used for anything is shown as a +%, and the production that can't be used for units is shown as production for buildings only. I would like civics to do the same thing.
+X% project production: I was originally aiming this for Cosmopolitan, but I think it would be a better fit for Technocracy. I think Technocracy would encourage big projects like the Internet and space programs. We cannot do production for just projects.