- Egypt should have agrarianism unlocked at start, not slavery.
"Pyramids were built by slaves" is a myth, Ancient Egypt used agrarianism civic.
- Remove "capitalism" labor civic.
I explained in Knoedel's thread, it's incorrect name for labor civic and it also represents same thing as industrialism - wage labor without public welfare.
- Move "guilds" civic to labor category, remove bonus to workshops, you can add instead +1

to windmills or cottages (lvl 1) or +1

per specialist.
- Public welfare: req-s communism tech, not MM, provides +3

from hospital instead of double production for hospitals and unis.
- Central planning: req-s monarchy tech, +25% work speed, +50%

in capital (remove same bonus from absolutism), +1

per quarry, workshop, x2 speed of factory, +2

from PT.
State property isn't a new idea. Bronze age palace economies, Ancient Egypt economy were "central planning". Marx called it "Asiatic mode of production". Some Marxists say Soviet economy was just a modern version of AMP. Bonus for workshops is like caste bonus in BtS: almost useless early, but useful with techs improving workshops.
- Coinage: req-s currency, high upkeep, +1 TR per city, +1c per mine.
Civic for ancient/medieval private economy instead of guilds. Also I suggest removing TR from currency itself.
- Mercantilism: no foreign TR, +100%

in capital (gold, not commerce), -50% distance maint-ce.
- Free trade: +20%

from TR (
free trade in food, no restrictions on food imports; but I'm totally not sure about size of bonus), +25% corporate yield, +2c from town.
- Environmentalism: remove completely, it's not an economic system.