Your civic choices in the line are:
Decentralization: No bonus.
125 science tech Agriculture: The earliest and strongest civic in the group, giving +1 health and +2 food to your farms with the only penalty being -1 production, which just means if your unlucky enough to get fresh water plains it's 1 food less then grass.
350 science tech Conquest: New units receive +2 XP Military units produced with food Bonus of 25-75 gold granted when enemy cities are captured, a good civic but feels out of place not being able to run agriculture at the same time hurts it's usefulness
3600 science tech Mercantilism: No foreign trade, +20% gold +1 happy from market -2 from thieve's guild, A decent civic in it's own right but carries quiet a few negatives with it.
400 science tech Foreign Trade: +1 trade route per city -10% gold in all citie +20% culture in all cities, Really not much reason to adopt this civic unless you were going for some kind of cultural victory, the -10% gold in exchange for +1 trade routes really hurts it.
800 science tech and a state religion Guardian of Nature +5 health +1 happy from grove/jungle/forest/ancient forest and -10% military production, A decent civic that ensures you will never have health or happiness problems, but also hurts your military production as a major negative, and has a high upkeep cost which will hurt your gold intake.
In that entire list, there isn't one civic that beats agriculture for being so cheap, early, the best synergy with Aristocracy and with the smallest negative effect which pretty much gives you no reason to even think of adopting any of the other civics the entire game unlike the other lines, and even if you tried to your cities would starve and shrink from the sudden lack of food and health.
Even as Ljosalfar it's often better to use agriculture instead of guardian of nature since your cities won't be able to grow high enough to take advantage of the extra happiness/health without it.
Some Suggestions on what to do:
Agriculture gives +1 unhealth per farm -or- -1 food.
Guardian of nature losses the high upkeep or military production reduction.
Conquest added to a diffient line or create a Military civic branch.
Decentralization: Rename it to something else and have it give +1 food/gold/production to any tile that has a value of 0 of either of those, so a desert would be 1/1/1 a grass would be 2/1/1 a forest grass 2/1/1 plains hills 1/1/2 and so on... isn't a huge boost (like working a forested silk or plains river tile) and would be a good boost for lanun water squares also.
To sum it up and to end such a long post, The Economy civic line could use abit of a overhaul and agriculture needs to be brought down a small bit to bring it in line with the other civics, post some suggestions on how best to fix civics or the economy line or what you think of it.
Decentralization: No bonus.
125 science tech Agriculture: The earliest and strongest civic in the group, giving +1 health and +2 food to your farms with the only penalty being -1 production, which just means if your unlucky enough to get fresh water plains it's 1 food less then grass.
350 science tech Conquest: New units receive +2 XP Military units produced with food Bonus of 25-75 gold granted when enemy cities are captured, a good civic but feels out of place not being able to run agriculture at the same time hurts it's usefulness
3600 science tech Mercantilism: No foreign trade, +20% gold +1 happy from market -2 from thieve's guild, A decent civic in it's own right but carries quiet a few negatives with it.
400 science tech Foreign Trade: +1 trade route per city -10% gold in all citie +20% culture in all cities, Really not much reason to adopt this civic unless you were going for some kind of cultural victory, the -10% gold in exchange for +1 trade routes really hurts it.
800 science tech and a state religion Guardian of Nature +5 health +1 happy from grove/jungle/forest/ancient forest and -10% military production, A decent civic that ensures you will never have health or happiness problems, but also hurts your military production as a major negative, and has a high upkeep cost which will hurt your gold intake.
In that entire list, there isn't one civic that beats agriculture for being so cheap, early, the best synergy with Aristocracy and with the smallest negative effect which pretty much gives you no reason to even think of adopting any of the other civics the entire game unlike the other lines, and even if you tried to your cities would starve and shrink from the sudden lack of food and health.
Even as Ljosalfar it's often better to use agriculture instead of guardian of nature since your cities won't be able to grow high enough to take advantage of the extra happiness/health without it.
Some Suggestions on what to do:
Agriculture gives +1 unhealth per farm -or- -1 food.
Guardian of nature losses the high upkeep or military production reduction.
Conquest added to a diffient line or create a Military civic branch.
Decentralization: Rename it to something else and have it give +1 food/gold/production to any tile that has a value of 0 of either of those, so a desert would be 1/1/1 a grass would be 2/1/1 a forest grass 2/1/1 plains hills 1/1/2 and so on... isn't a huge boost (like working a forested silk or plains river tile) and would be a good boost for lanun water squares also.
To sum it up and to end such a long post, The Economy civic line could use abit of a overhaul and agriculture needs to be brought down a small bit to bring it in line with the other civics, post some suggestions on how best to fix civics or the economy line or what you think of it.