- Feudal Monarchy: increased number of free units, also adds free military units
- Divine Monarchy: extra happiness in the largest cities instead of happiness per military unit
- Merchant Republic: can't be taken by AI civs if less than 50% of their cities are coastal
- Merchant Republic: increased to +50% gold in capital, removed +25% gold in other cities
- Merchant Republic: +50% yield from trade routes, +1 trade routes in coastal cities instead of all cities
- Merchant Republic: +1/2 upkeep cost for military units, reduced to +50% war weariness
- Feudal Law: military units are produced with food instead of the +20% production bonus (trade off between production and growth)
- Feudal Law: increases maintenance cost from distance to palace instead of decreasing it, +50% Great General emergence rate
- Religious Law: doubles the reduction rate of persecution points (thus shortens the duration of religious instability), removed +2 culture from specialists
- Common Law: instead of +100% culture, +100% great people rate
- Tribalism: -50% great people growth rate
- Free Peasantry: reduced to +50% work speed for workers
- Apprenticeship: removed unlimited artist, scholar, merchant
- Free Labor: reduced to +1 free specialist, +10% hammers in all cities
- Decentralization: +50% for both city-related maintenance costs
- Manorialism: +25% for both city-related maintenance costs (still pretty decentralized)
- Trade Economy: unlimited merchant moved here from Apprenticeship, +10% gold in all cities, unstable with Serfdom
- Guilds: reduced to +1 beakers per specialist, companies have more chance to spread, +2 gold for guild hall
- Mercantilism: +50% yield from trade routes, unstable with Merchant Republic
- Improvements and fixes in the civic help texts
- Revised upkeeps in all civic categories