To the above poster, yeah, I know about how to remove Revolutions.

Sorry to suggest that I didn't.
To Keldath, heh, no problem. Give me a little while and I'll be able to write out a synopsis of how the civics should function.
As for the religion building. I'd rather not destroy a religion completely, making my enemies not able to build it is nice, but I'd rather, much rather, figure out a way to either found a maximum of two religions, for logic's sake at least.

This game I got both the holy Mountain quest and the Great Library/Library quest.

Oh, and all archer's being upgraded to combat one.
Also, on Extended speed, I don't think 60 to 70% research should net me Renaissance technology every 8 turns at 410 A.D.
mind you the fact that a great Engineer was able to net me a medieval technology long before I should have gotten it probably helped.
Anyway, I'll go load it up again and copy down some thoughts about the civics system.
Then we can work on how silly some of the penaties you added are.
Civic issues: Military:
Rogue is fine. Works.
Warrior caste, make some sense. Maybe nerf it down to 5 percent, or boost the exp gain to 2.
Standing Army: Not good as it stands. Not horrible, but a little weird. A standing Army shouldn't hurt your non-foriegn trade routes.

Maybe set it to no foreign. Otherwise people will rush build the Great Lighthouse. Which nukes the effect.
Citizen Army: No State Religion + Happiness from State Religion makes no sense. Also, a Citizen army should be a little ineffient. A XP minus, or perhaps keep the addition military unit cost and add a 20 or so loss of Military Production.
Also, way too big on the turns of Anarchy for any change. You can get up to 5 easily. That's not a good idea.
Pro. Army is okay as is. Maybe a nerf to drafting...7 seems much. Plus drafted units either don't get exp or get half, I can't remember.
Mercenaries: Remove the no State Religion flag, because Mercs will work for anyone for enough money. Also, it should really increase the city costs by distance.

Maybe sheer amount, or a flat +1 to all military costs. I don't know.
Miliarism: Ungodly broken. NO bonus is worth the 50 building penalty, plus a Milatrism should grand a production boost to military building. Although, I don't know how to do it.
It's just broken. Nerf the negative to 20 and it might come close. Also, throw in free units.

Or something, because even at 20, it's still nasty.
Civics: Religion
This is going to be fun.
Organized: Shouldn't have that kind of a penalty. Make it like Vanilla. OR, rather, a flat 10% boost to both productions.
Theology: What? It's not pacifism. It shouldn't decrease military Production. Unless you only build military in one city. With the Heroic Epic and the military bonus from the Great General.
Pacifism: Well, it's not really that anti-religious. Ghandi was a Pacifist, but a Hindu first, or probably second. It should be very uhappy, like + 1 unhappiness for military units.

Give it the 20 negative bonus from Thelogy from making military units, or even 40, give it a small boost to great people and Culture, and take out the free specialist, there's too many of them. Also, Military surplus costs, I think. I don't know. But remove for certain the no state religion.
Syncretism: I don't know what that means.
But right now it's unbalanced compared to all others. Sheygoa Paia, or whatever it's called that gives you all Religions would be unbalanced with this.
Build the the few buildings that reduce war warrieness, and this baby is a god send. Also, maybe nerf the bonuses and negatives. Give it 15 or 20 at most, and nerf it down to 50 at max war weariness. Either way it's going to take a while to balance.
Free Religion needs no state religion.

Otherwise it's weird and broken. It needs something to balance out it's +s, and 30% increased cost, isn't enough.
Antitheism: um, atheist state maybe? Remove the astronomical bonus to happiness. Give it a flat 1 all around. 1 happiness, 1 hammer, etc. Oh, and no state religion.
Civics: Economics
Mercentile: It's odd, but I can't complain.
Free Market: It's not broken. That's good!
Planned: Seems odd. Windmills shouldn't give that much of a health bonus, should they? But uh, 1 each way would be fine. No Maintence Cost, um, that works.
Eviromentalist: Um, the minus 1 hammer is weird. Also, +6 commerce would easily octuple (multiply by 8) your amount of research. Probably drop it down to +4. Also, it should give health bonuses, because they're eviromentally aware.

Socialism: Good for only one thing. Late Game slow down of Tech research. Seriously, A boost to Culture? In Socialism?

Nerf all of it's affects. -15% research at most, because socialists like to work, not think about new things.

Weakening/strengthening the costs for distance, and amount of cities to 30 each would be fine.
Remove Culture bonus, or at least drop it to 15%. Socialists aren't know for happiness. Look at Stalin.
And Hitler, even.

Apologies for bringing up any bad memories.
Mixed Econ: Um, Broken. I think it's beyond salvage. Um, happiness from a bank? Maybe make it 3. Trade routes, lower it to 3 as well. Reduce the maintence to 15%. Maybe that would work. Othweise, wow, it's just broken.
Civics: Labor...continued in next post, I don't know the limit on text size.