I'll throw in my feedback on the civilizations I've played too.
First, the Norte Chico. Like Steb said, I feel like the first culture goal is attained without even going for it. Maybe the culture goal can be pushed to an earlier date that requires a bit more action on the part of the player, or maybe the culture goal can be
increased but put at a later date? Also, for their religious goal, I don't know if this is a bug that is also in vanilla DoC or what, but this treasury goal seems bugged for turn 14.
Next, Babylon. I really like the new 3rd UHV goal

, but I noticed it is not necessary to capture Jerusalem to complete it. You only have to capture the Phoenician city "Sur", as Jerusalem is a minor city. Perhaps their goal can be changed to "control 2 cities in the Levant"?
And lastly, I just played a game as Celtia. I missed out on my culture goal, but I was able to come through on the religious goal...
I accidentally walked into this victory, as I was settling many cities and building the pagan temple in all of them. I think the Celts should have a different pagan victory from the later European civilizations, so that both civilizations have a challenging but achievable pagan goal.
In the above image, you can also see some sort of disconnect between the year, and the turn number for the historical victory (marathon speed).
For the gameplay itself, I noticed that the Celts start with 10

in all cities, even on Marathon speed, so they are missing out on that free border pop on the slower speeds. Even still, I think this ability is slightly underwhelming... Both the Celtic territorial and cultural goals guide the player to spam cities in their historical territory, as more cities = more duns/temples = more

. But so many cities in a (relatively) small area means that they are all in each others workable radius, which means that the free Celtic

pop gets diluted pretty quickly. So here are my two ideas for a new Celtic unique power...
- The Player gets 6
/turn in each city for keeping their civics as is (Chiefdom, Slavery, Animism, Authority, Reciprocity, Sovereignty). If one civic is changed, they lose the entire bonus. This is my favorite, because it promotes city spam, and keeps the player from wandering into Republic or Deification, which is historically inaccurate. (I think!)
- The player gets 1
/turn for each forest in a cities radius. I also like this, as it keeps the player from chopping down every forest in Europe.
Or a Celtic wonder could be added that adds one of the above abilities, while the other is the official Celtic ability.
Do note though, that I wasn't able to achieve the Celtic

goal in my one game I played (Greece and China were ahead of me in 200 BC), so if you feel like my ideas were to make things way too easy for the Celtic player, feel free to shoot them down.