First of all, I think that Monasticism should provide a currency bonus for having a monastery, and not just because they share the name. I feel that the +25% to buildings bonus from Clergy is very powerful; and the bonus points on Great Persons from the Monasticism civic are quite good, but cannot really compete. A small currency bonus (+1 or +2 as a fixed bonus; or some percentage; or a resource-dependant currency bonus for having gems, wine, cows, elephants...) could make the difference where under certain circumstances, Monasticism has more immediate benefits than Clergy. On the other hand, a monastery could give -1 Happiness under Totalitarianism. And Revolutionarism could give a small one-time gold bonus if the player chooses to "de-establish monasteries" (read: loot them) upon the civic change, after which the existing monasteries would be gone. Maybe Revolutionarism could also give a -1 Happiness to churches as well; and they could be similarly de-established upon the civic switch. After all, organized religion is quite the antithesis to revolutionaries; and I feel that switching towards the "darker" civics should come with consequences. If a player chooses to return to democracy later, rebuilding churches within a few turns is child's play in modern times. This approach could also work with a Theocracy switch: When the player switches to Theocracy, they are asked if they want to de-establish/persecute the non-state religions. Gold bonus for the looted buildings, and a high chance that religions are removed from a city if they are not in the core area of that religion. I think that this mechanic would also make the Persecutor unit unnecessary, and even enable the AI to persecute religions that they don't want in their cities. And finally, Theocracy should, in my opinion, give a +50% production bonus towards state religion missionaries and buildings. Again, my argument here is that Clergy is a very powerful Civic and this would be an argument for dipping into Theocracy for a while. On the topic of Sc.Method: there are some issues with tying the monastery to a certain tech. I will name a few: In Germany, monasteries were made obsolete with Secularisation under Napoleon, in 1806; arguably some time after having "researched" Sc.Method, and tied to a political decision (policy change) and not a scientific obsoletion. In America, I think that many would argue that Protestant Seminaries are still built. In buddhist countries, monasteries are also still founded. There are several ways this mechanic could be changed, but I'm not too sure it should be changed. The current obsoletion presents the player with a clear choice/challenge if they want to abandon their monasteries rather early or rather late.