Maniac
Apolyton Sage
No. 
There need to be some more ways for the Terraformers to reduce the Flowering Counter. One way would be to let the farm upgrades reduce the Flowering Counter at an exponential rate (so one Eden reduces it much more than four Farms). I was also thinking of adding some super-fungus-destructive weapon in the tech tree, but I have no idea yet how this could look in concrete.
Shameless plug from FfH, but another option could be 'fungus fires', similar to FfH forest fires. I'm not sure this is realistic science though. But IIRC Chiron has a lower percentage of oxygen. So this might mean initially fires have the tendency to quickly die out. (Or am I completely mistaken here?) As Terraformers add more oxygen to the atmosphere (by planting forests etc), and fires can last longer, simply setting all the fungus ablaze might become a good tactic to destroy the fungus. This option could be opened up by a late game Terraformer tech.
A major problem though for a balanced Flowering Counter system is the growth speed of fungus compared to the expansion speed of human factions. To have a balanced system, the fungus growth rate should be affected by map size and by how many civs start the game. Eg IIRC you play on large maps, so this means human factions will for a long time occupy a smaller percentage of the map than on standard or small maps. Meaning fungus has more time to grow uncountered, and the flowering counter will tend to be higher in all your games.
I have no idea right now how such a formula dealing with map size and # of players should look.
(I've already changed it so it takes gamespeed into account, for the record)

There need to be some more ways for the Terraformers to reduce the Flowering Counter. One way would be to let the farm upgrades reduce the Flowering Counter at an exponential rate (so one Eden reduces it much more than four Farms). I was also thinking of adding some super-fungus-destructive weapon in the tech tree, but I have no idea yet how this could look in concrete.
Shameless plug from FfH, but another option could be 'fungus fires', similar to FfH forest fires. I'm not sure this is realistic science though. But IIRC Chiron has a lower percentage of oxygen. So this might mean initially fires have the tendency to quickly die out. (Or am I completely mistaken here?) As Terraformers add more oxygen to the atmosphere (by planting forests etc), and fires can last longer, simply setting all the fungus ablaze might become a good tactic to destroy the fungus. This option could be opened up by a late game Terraformer tech.
A major problem though for a balanced Flowering Counter system is the growth speed of fungus compared to the expansion speed of human factions. To have a balanced system, the fungus growth rate should be affected by map size and by how many civs start the game. Eg IIRC you play on large maps, so this means human factions will for a long time occupy a smaller percentage of the map than on standard or small maps. Meaning fungus has more time to grow uncountered, and the flowering counter will tend to be higher in all your games.
I have no idea right now how such a formula dealing with map size and # of players should look.
(I've already changed it so it takes gamespeed into account, for the record)