--- LABOUR ---
--- ECONOMY ---
Tribalism
Low Upkeep
• +1
from Fishing Boats, Harvest Boats
• +1
from Camps
Food from Camps is better, but I'd still remove Camps from Redistribution. Camps and Tribalism will be fairly situational but that's okay. I definitely don't agree with free experience at game start. It makes early rushes easier, and early experience is already available from Barracks.
Agrarianism
Requires Calendar
Medium Upkeep
• +1
from Farm
• +1
from Pasture
• +1
from Water Well
Minor change, attaching the health bonus to the Water Well. I think that's the most sensible and thematically appropriate option, but I'm also fine with leaving it unattached to a building.
Slavery
Requires Masonry
Medium Upkeep
• +1
in all cities
• +1
from Plantation, Quarry
• Can sacrifice population to finish production
No change. I think Slavery's unhealthiness should stay; the unhealthiness of Industrialism can be represented by unhealthiness from buildings, there are no such equivalents for Slavery. I also feel Low upkeep would be far too strong. In general I feel Agrarianism and Slavery are two of the best constrasted and balanced civics in HR, I prefer not to mess with them.
Caste System
Requires Philosophy
Medium Upkeep
• Unlimited Artists
• Workers build improvements 100% faster
• +1
from Workshop
As suggested.
Industrialism
Requires Assembly Line
High Upkeep
• Unlimited Engineers
• +1
from Corporations
• +50%
from chopping
I intended it to be +1
, the +2 was a typo.
Social Welfare
Requires Labour Unions
High Upkeep
• +1
from Village, Town
• Can spend
to finish production
• No
from Corporations
No change.
Low Upkeep
• +1

• +1

Food from Camps is better, but I'd still remove Camps from Redistribution. Camps and Tribalism will be fairly situational but that's okay. I definitely don't agree with free experience at game start. It makes early rushes easier, and early experience is already available from Barracks.
Agrarianism
Requires Calendar
Medium Upkeep
• +1

• +1

• +1

Minor change, attaching the health bonus to the Water Well. I think that's the most sensible and thematically appropriate option, but I'm also fine with leaving it unattached to a building.
Slavery
Requires Masonry
Medium Upkeep
• +1

• +1

• Can sacrifice population to finish production
No change. I think Slavery's unhealthiness should stay; the unhealthiness of Industrialism can be represented by unhealthiness from buildings, there are no such equivalents for Slavery. I also feel Low upkeep would be far too strong. In general I feel Agrarianism and Slavery are two of the best constrasted and balanced civics in HR, I prefer not to mess with them.
Caste System
Requires Philosophy
Medium Upkeep
• Unlimited Artists
• Workers build improvements 100% faster
• +1

As suggested.
Industrialism
Requires Assembly Line
High Upkeep
• Unlimited Engineers
• +1

• +50%

I intended it to be +1

Social Welfare
Requires Labour Unions
High Upkeep
• +1

• Can spend

• No

No change.
--- ECONOMY ---
Reciprocity
Low Upkeep
• +8
from Palace
• +20% city defense
Commerce from Palace returns here, as suggested earlier. Defense bonus increased as suggested too.
Redistribution
Requires Record Keeping
Low Upkeep
• +1
from Orchard, Mine
• +1
from Granary
Retains Orchard instead of Camp. I think there'll still be a niche for both.
Professionalism
Requires Artisanry
Medium Upkeep
• +1 trade route in every city
• +1
from Workshop, Watermill, Lumbermill
• +1
from Market
No change.
Centralization
Requires Civil Service
High Upkeep
• +50%
in capital
• 1 free specialists per city
• Foreign Corporations have no effect
Capital wealth bonus returns, competing with research at Environmentalism. I agree with Azoth's reasoning in both cases. I think a free specialist is perfect for this civic, fits the theme well and is a more interesting choice. Also, since the specialist wealth and research bonuses are no longer in the category, you're no longer locked out from taking one of those if you want the free specialist.
Points taken about 'Regulation' as a name, but I still feel 'Bureaucracy' suffers similar problems - it's just not 'economic enough'. Nightstar and Jarlaxe Baenre have suggested 'Centralization'; I initially wasn't keen on this as it felt it crossed over with Redistribution too much. However, after some more thought, I realize there are significant distinctions (national vs. local, regulation vs. control, private vs. public, etc) that we can highlight further in the pedia. So I now propose that as the new name.
Free Market
Requires Economics
Medium Upkeep
• Unlimited Merchants
• +25%
from trade routes
• +2
from Corporations
I've opted to drop the trade route bonus a bit further, and lower upkeep as well.
Environmentalism
Requires Ecology
High Upkeep
• +50%
in capital
• +2 commerce from Windmill, Nature Reserve, Marine Reserve
• No
from Corporations
As suggested. I've reduced the all the capital bonuses to 50%, I'm concerned 100% could get too powerful when paired with National Wonders.
Low Upkeep
• +8

• +20% city defense
Commerce from Palace returns here, as suggested earlier. Defense bonus increased as suggested too.
Redistribution
Requires Record Keeping
Low Upkeep
• +1

• +1

Retains Orchard instead of Camp. I think there'll still be a niche for both.
Professionalism
Requires Artisanry
Medium Upkeep
• +1 trade route in every city
• +1

• +1

No change.
Centralization
Requires Civil Service
High Upkeep
• +50%

• 1 free specialists per city
• Foreign Corporations have no effect
Capital wealth bonus returns, competing with research at Environmentalism. I agree with Azoth's reasoning in both cases. I think a free specialist is perfect for this civic, fits the theme well and is a more interesting choice. Also, since the specialist wealth and research bonuses are no longer in the category, you're no longer locked out from taking one of those if you want the free specialist.
Points taken about 'Regulation' as a name, but I still feel 'Bureaucracy' suffers similar problems - it's just not 'economic enough'. Nightstar and Jarlaxe Baenre have suggested 'Centralization'; I initially wasn't keen on this as it felt it crossed over with Redistribution too much. However, after some more thought, I realize there are significant distinctions (national vs. local, regulation vs. control, private vs. public, etc) that we can highlight further in the pedia. So I now propose that as the new name.
Free Market
Requires Economics
Medium Upkeep
• Unlimited Merchants
• +25%

• +2

I've opted to drop the trade route bonus a bit further, and lower upkeep as well.
Environmentalism
Requires Ecology
High Upkeep
• +50%

• +2 commerce from Windmill, Nature Reserve, Marine Reserve
• No

As suggested. I've reduced the all the capital bonuses to 50%, I'm concerned 100% could get too powerful when paired with National Wonders.