I want to point out few things about civics and other stuff (all changes are moddable in XML files)
I see you changed city states, but they are still underpowered. I always end up losing more cash when I try them, not to mention research. They should be 25% ONLY GOLD, not *total commerce* like now. Either that or no maintenance from mumber of cities. Because even when I annexed other civilization and lost about 40% of my budget to maintenance, it was still cheaper to start building dungeons and courthouses than to adopt city states.
Elder council building should be more powerful- it should give +3 research instead of just +1, or remove -1 culture penalty. You could add Tribal council government, which should be starting one, low upkeep and +1 happy from elder council building. Despotism should be more militaristic government, available with warfare or some other early tech, and have medium/high upkeep, less war wearines, +25% maintenance from distance to capitol.
Shouldn't Arete give more industry? Or +1 industry from mines instead +20% GP modifier? Guardian of Nature should definitely provide 1 more food or gold from lumbermills, so that you have better reason to keep (and plant) forests. Serfdom shouldn't decrease food, but that's probably already corrected.
Paganism should give +1 happy from pagan temple, and *Pagan temple shoud obsolete* with some latter tech. Paganism should also give unhappines from state religions, so that you have to change it. When I played game, I found that it is best to keep paganism because it gives no penalties and has low upkeep. Pacifism is badly underpowered. It should be +100%GP, since you already increased upkeep to low and gave happiness penalties to colloseum and hippodrome.
I love adepts ability to cast haste on my stack and increase their movement, but you should give Adept few more spells. For example, shield spell, gives +10% strenght until next turn.
Sorry to bother. Congratulations on great mod!