Overall I love the civics options in this game, although I agree with making Authoritarianism a bit weaker than it was in 1.24.0 (what I'm currently playing; when I have a big empire I rarely consider any other legal civic).
Would you ever consider creating additional civic categories in a future major update? I'm not a modder myself, but if anyone wanted to do so I think the following categories could be fun:
EDUCATION
Mentorship: Starting civic, low upkeep, medium dissent, +2 research from Theater, +1 culture from specialists
Monasticism: Requires Theology, medium upkeep, low dissent, science buildings provide +1 faith, 1 less temple required to construct monastary
Apprenticeship: Requires Education, low upkeep, medium dissent, +1 research from production buildings
Tutelage: Requires Printing, high upkeep, low dissent, +1 wealth from specialists, +1 free specialist with School
Meritocracy: Requires Academia, medium upkeep, medium dissent, +100% GPP in Capitol, +25% GPP in all other cities
Compulsory Education: Requires Sociology, high upkeep, medium dissent, +10% research in all cities, 25% faster production of Science buildings
HEALTHCARE
Natural Remedies: Starting civic, low upkeep, low dissent, +1 health from forest and jungle tiles
Specialization: Requires Writing, medium upkeep, low dissent, 1 free doctor in 6 largest cities, +3 health in Capitol
Traditional Medicine: Requires Medicine, low upkeep, medium dissent, +2 health from State religion buildings, +1 culture from doctors
Medical Professionalism: Requires Scientific Method, medium upkeep, low dissent, +100% Great Doctor emergence, + 25% Great Scientist emergence
Managed Care: Requires Healthcare, medium upkeep, high dissent, +50% chance to attract corporations, Clinics, Hospitals, and Doctors each provide +1 wealth
Single Payer: Requires Pharmaceuticals, high upkeep, medium dissent, -50% unhealthiness from population, +1 happiness from Clinics and Hospitals
EXPANSION
Exploration: Starting civic, medium upkeep, low dissent, 50% faster production of recon units, 25% faster production of naval units, recon units start with Sentry.
Conquest: Requires Bronze Working, high upkeep, medium dissent, units gain double XP from combat outside of cultural borders, -50% war weariness, +25% production of melee, gun, and siege units, -1 relations with rivals that share borders
Isolationism: Requires Fortification, low upkeep, medium dissent, -50% spread of foreign culture within boundaries, foreign missionaries cannot spread religions, foreign executives cannot spread corporations or syndicates, +25% chance to thwart espionage missions, no foreign trade routes
Colonialism: Requires Charter, high upkeep, high dissent, -50% maintenance from distance to Capitol, +25% production of Settler and Colonist, Workers build improvements 50% faster
Cultural Imperialism: Requires Mass Media, high upkeep, low dissent, +100% spread of culture to foreign cities, unlimited artists, can train state religion missionaries without monastary
Post-Nationalism: Requires Telecommunications, medium upkeep, medium dissent, +2 relations with all other players, +1 foreign trade route per city, +25% spaceship part production, +100% war weariness
Anyway, if this is too much work for Xynth or another modder to try, I get it, but I thought it wouldn't hurt to throw the ideas out there.
(Edited; I realized there were 6 options per civic instead of 5)