OK Civics... For starters I am not as comfirtable with civics and civic changes as I am with other stuff... But here goes....
lets start with the easy one...
Goverment civics
Representation
+3 beakers per specialist, this is what we want the Mids for.
Universal Suffrage
If things do actually work out with us selling techs to the AI we may well be swimming in cash at some points in the game.
It may be usefull to revolt to US where we can buy buildings and Units to polish up our economy or expand our Army without bounds of hammers.
Before revolting to this tho, I would pre-build a few building/units that we want to buy to limit the time we need to spend in US and maximize the yield from it.
Is it worth the 2 turns of anarchy getting in and out? I dont know.
Legal Civics
Vassalage
+2XP for any units produced + more free units. May well be worth addopting in particular if we can time builds, i.e. que up units.
Units tho start decaying after 10 turns of beeing queed...
Bureaucracy
NOT part of the beeline...
+50% hammers and 50% commerce in Moscow. With hammers comming at a premium this is a
verry nice to have.
Moscow can work 3 grass hills (9), Stone (4), 2 plains (2), CC (2) at a food surplus of 3 (adding in Clams and Fish) at size 8.
Size 8 = 4 Natural + palace + Gems + Spice + Forge or +3 for Representation.
So at size 8, Moscow is growing and producing 17 hammers. That is either 1 to much or 3 to little for the maximum yield from the Forge.
- Adding 3 hammers
Three options:
1) We can leave the forrest on the Plains tile and the Grass. + one more has to grow on one of the thee left over tiles (luck?).
2) We could add Lumber mills to 2 forrests with Replaceble Parts, but that is not on the beeline to UN and in any case is a while away.
3) Add an early workshop to a grass or Plains. This reduces food surplus to 2, but adds the needed hammer plus the 2 allready excisting forrests. With guilds and chemistry we can remove the forrests and replace them with something more usefull.
- Remove 1 hammer
Simply leave the plains tile unworked or give it to St. Petes. Which can use it dearly.
+ we can cottage/farm up 2 tiles that would otherwize be needed as forrests.
Adding 8, maybe 10 hammers in a hammer poor environment is a good thing.
Free speech
Comes with Liberalism and is not part of the beeline. The 10% extra research may be nice, but is it worth sacrificing the production in Moscow?
This will depend on a lot of things once the time is there that we can addopt this Civic.
The 100% culture bonus is quite useless, as culture wars will be unlikely with the 2 tiles cap on culture across water.
The speed up from 4 to 2 turns to pop the borders with Sistine chapel and Caste system is not spectacular either.
Labor civics
Slavery
In a world where hammers are at a premium, the

is/can be the main staple of production. Tho we have to be carefull that the whip doesnt work to hard so that it messes with our SE.
Caste System
Gives unlimited Artists, Merchants and Scientists in our cities, this now is only limitted by food.
Going back to our city list above. There seem to be 2 cities that could benifit from this.
Yaroslavl and St. Petes, each could add maybe 1 or 2 specialists without the building beeing needed. While it may well hurt the 4 other cities.
This civic however does have some synergy with a wonder, The Sistine Chappel.
Beeing able to run i.e. 2 scientists the minute a captured city comes out of revolt will add 12 beakers but also 4 culture per turn. Which means that in just 4 turns the borders pop and any precious resourses are pulled within our borders.
Economic Civics
Mercantalism
This may be a usefull civic in the future. Tho it comes with banking which is not part of the beeline. And has a stiff penalty, no foreign trade routes.
The point where this may become usefull is if we start to get over the 20% mark of ownership of the map (the number of cities) or if a lot of civs (i.e. Toku) have closed borders with us.
Each one of our cities has 4 trade routes, therefor 1 city needs 4 foreign cities to route to. Giving a ratio of 1:4, making 1 in 5 cities (20%) our city.
Foreign trade routes are generaly worth double that of domestic, plus the AI cities are likely to be bigger. So maybe treble it?
Also trade routes are used in cities where they ultimately produce the most beakers/Gold. This will most likely be in mother Russia.
Each city with the free specialist will be able to work an extra tile or keep working the same tiles and add 6 gpp and (probably) 3 beakers to our SE, while running representation.
Free market
Comes with Economics, again not on the beeline.
It adds an extra traderoute giving a total of 5 traderoutes, moving up the good traderoutes to mother russia which can pull just that little more out of the commerce.
Gives good synerchy with TGL
Religious civic
[some personal notes]
I think this game for a long while it may be worth while to NOT addopt a state religion, maybe only at the request of a selected few AI that we want to keep as friends.
Addopting a state religion will give a positive modifier to a selected few AI. Whereas it will give negatives to probably quite considerably more AI, which will as a result close their borders. Costing us trade routes.
That beeing said...
[/Personal notes]
Organised Religion
Part of they beeline (YAY)
Adding 25% production to any buildings we are building is great. But we need to have the same religion in each of our cities.
Theocracy
Part of they beeline (YAY), if not going thru CoL => CS
+2xp for produced units.
Pacifism
Giving 100% to GPP. Tho due to our traits it actually is a bonus of 50% not 100% and it only works in cities with our state religion.
Also it comes with Philo, which is not on the Beeline.
Free religion
Comes with Liberalism which is not part of the Beeline (like so many)
This seems to fit well with above idea of not addopting a state religion in the first place. Adding a happy face for each religion (1 per city?) in a world where happiness may be a problem (both resources and War Weariness may be a problem) is a nice bonus.
Also the added 10% research is a good bonus over Paganism.