PAC: My favorite faction. Balanced without being broken.
But, fer crying out loud, change that eye-gouging pink, plz
African Union: strip the healthy requirement and dd a large percentage food carryover bonus, (20-30%)
PAU is currently self-defeating. Culture is so much more important than food in the early game, so I'm not sure how good the growth bonus gets before its worth taking.
Oh, you finally got healthy? Here's some growth to get rid of that pesky "10% culture" - which is actually 30% of your culture because 2.8 rounds to 2.
Elodie: Reduce the number of virtues to 7, that makes the first come a lot sooner making it virtually impossible to abuse whilst making the second and third more useful. Alternatively make it 5/15 and every 5 thereafter, does the same but with even more force.
Elodie: Make it every 7, but
limit the free techs to LEAF techs only, so you can't jump a tech ring.
Slavs need somthing to make holding onto that sat for so long a bit more of an issue IMO.
Slavs are broken twice.
1) Free higher-tier tech is too powerful. Limit this to Leaf Tech only.
2) Satellite times need to be fixed - faster Miasma Repellers / Condensors please, and Weather Controllers / Orbital Fabs need to spawn more resources if they last longer. Usually that's the main reason I'm launching them so the Slav ability is actually hurting me.
C'mon Capital Oil for that busted quest! Damn... more geothermal.
Brazillia: really have no suggestion's, it's inherently an issue with creating a military bonus that's always handy without being utterly broken.
Beats me, but then I don't warmonger much and never played the military factions much in Civ, unless the UU/UB let me turtle more effectively. Agreed tho, 10% is too weak. That kind of bonus is only good in mirror combats as a tie-breaker. Sure it might be nice for a multiplayer edge, but you don't need it to beat the AI. At the same time, the alien unit strengths aren't mirrors of yours so 10% doesn't get you over any combat thresholds.
Maybe specialize it: +25% vs. aliens? +1 unit vision? +20% unit production, or -25% unit purchase cost? Colonists invulnerable to aliens (like purity 1 rovers)?