I will necro this decade-old thread! Because why not use it, when it's there.
While the existing civics work well, I have a few suggestions.
1. Slavery
How I imagine it in the game:
It should obviously not be as broken as in Vanilla Civ BtS. You would have a chance to capture slaves when winning a battle or when sacking a city. These slaves could be used to be sold in one of your cities with a market. Maybe the
could depend on the city's trade routes similar to a Trade Mission of a Great Merchant. They could be used to hurry production (maybe like 15 to 20
). And you could decide to free your slaves for a similarly small
bonus. I don't think they should be able to improve your tiles as in Fall from Heaven II.
Other than enabling you to capture slaves (and free upkeep for a few slave units) it should give plantations a higher yield and maybe quarries. This would make it an appealing civic for the Arabs and maybe the Byzantinians.
Why should it be in th game:
It existed in Europe in the early Middle Ages and in Islamic countries until the 19th century. It's also fitting gameplay-wise for every combat centered early civ like the Vikings, Bulgarians, Arabs, maybe even the Franks. It could also be used by Merchant Republics with their high income through Trade Routes.
2. Religious Tolerance or at least Acceptance
The Arabs should be presented to tolerate Christians and Jews in conquered cities. Right now, the Arabs get punished for different religions in their cities more than the other civs.
A suited civic should probably be added.
Also, it should be questioned if civs that are not in Religious Tolerance should be able to build the corresponding religious buildings.
3. Free switches for small changes
I think it would give the player more freedom if small civic changes (i.e. a change in only one column) didn't cost a turn of Anarchy. As of now, I'm in Militarism asap in all of my games until I win. This change could make your game more dynamic. Obviously, the wait between civ changes should stay.
4. City number limits of civics
Those limits are way too restricting. No civ stays at six, let alone five, cities when played by a human. Take Scotland for example: The perfect candidate for Bureaucracy, right? Only two cities in Scotland required. Well, settle all the isles, conquer Wales to aquire the stone for your castles. There you are at 6 cities. But you have to protect your now split territory from England so you conquer Northumbria. And what's that island over there? Ireland? I take it! And then you're already at 10 cities or more.
Not to mention Genoa and the Merchant Republic.
Of course, you don't collapse as soon as you found your 7th city. But it's the question why this civic exists in the game. When it's there just to be used by the AI, maybe some changes are to be made.
5. Trade related civics
It's a little limiting that you have to stay in Decentralization as Norway or Denmark just to keep your island Trade routes. Why shouldn't Trade Economy become available earlier? Wouldn't that help Genoa and Aragon, too?
6. Farms and Serfdom/Feudalism
This is probably a problem that will never be solved. Historically almost all of Europe should be farmed throughout the game. The landscape didn't become industrialised with watermills, windmills, lumbermills and workshops in the 12th or 13th century all of a sudden when the player can switch to Apprenticeship and Guilds. Gameplay-wise, the only problem I see here, that all of sudden your cities will probably be smaller than before, with some of the
of the farms gone. And at roughly the same time the plague arrives and you actually want your farms back so that your cities can grow faster.