All Government Civics that require Civic choices to unlock now do so based on your Ideology axis instead
Some Civics now only require 7 Stars to unlock
Some Civics had their choices reworked to synergize with Unemployment (Overpopulation)
Authority
[Removed] +4 | +8 Stability on Garrison
[New] +1 | +2 City Cap
Paid Wages
[New] Unlocks Parade Public Ceremony
Plundered Wages
[Removed] +5 Combat Strength bonus when Ransacking on Army
[New] +3 Combat Strength bonus when Ransacking per Unit
Mercenary Armies
[New] -10% Unit Upkeep on Unit
Monoculturalism
[Removed] +2 Influence on Main Plaza
[Removed] +2 Influence on Administrative Center
[New] +1 Influence per Number of Territories in your sphere of influence
[New] Unlocks Games Public Ceremony
Multiculturalism
[Removed] +10 Influence on Main Plaza if Fellow Peoples
[Removed] +10 Influence on Administrative Center if Fellow Peoples
[New] +2 Influence per Number of unique types of Resources available
[New] Unlocks Festival Public Ceremony
Freedom of Speech
[New] Unlocks Symposium Public Ceremony
Unlock Requirements:
[Removed] Unlock the Centralized Power Technology and have a Territory under another Empire's influence
[New] Unlock the Centralized Power Technology, have a Territory under another Empire's influence and have 7 or more Aesthete stars
Cultural Respect
[Removed] +5 Money per Number of Territories in your sphere of influence
[New] Unlocks Trade Fair Public Ceremony
[New] -25% Trade Upkeep Cost
Cultural Eradication
[Removed] -10 Stability per number of Attached Territories on City or Outpost
[Removed] +5 Influence on Territory
[New] +1 Influence per Trade Route
Foreign Innovations
[Removed] +1 Science per Bought Resource on Capital
[New] +1 Science per Bought Resource on all Cities
Unlock Requirements:
[Removed] Unlock the Free Trade Technology and meet every Empire
[New] Unlock the Free Trade Technology, meet every Empire and earn at least 7 Merchant Era Stars since the beginning of the game
Isolationism
[New] +1 City Cap
Nationalized Industries
[Removed] +1 Farmers Slot on City or Outpost per Farmers Quarter
[Removed] +10% Food on all Cities
[New] +2 Industry per Farmer
[New] +2 Stability per Overpopulation
Privatized Industries
[Removed] +1 Traders Slot on City or Outpost per Farmers Quarter
[Removed] +5% Money on all Cities
[Removed] -1 Stability on Farmers Quarter
[New] +2 Science per Trader
[New] +2 Money per Overpopulation
Trade Resources
-20% ⇒ -25% Required Resource Deposits to be able to create Wondrous Resource Deposits
Worker's Rights
[New] -2 Money per Worker on City or Outpost
Divine Mandate
[Removed] +3 Faith per Territory
[New] -40% on Create Outpost cost
Natural Right
[New] +2 Influence on Main Plaza if Capital
Small Council
[Removed] +1 Food | Industry | Money | Science per City in all Cities
[New] +20% Money from Grievance
[New] +20% Money from Surrender
Autarch
[Removed] +20% Food | Industry | Money | Science on Capital
[Removed] -10 Stability per non-Capital Cities in all non-Capital Cities
[New] -10% on Shared Project Industry cost
Unlock Requirements:
[Removed] Enact the choice "Small Council" in the "Leadership" Civic, and have a City with at least 3 Market Quarters and at least 3 Commons Quarters
[New] Be at the Liberty ideology and have a City with at least 3 Market Quarters and at least 3 Commons Quarters
Unlock Requirements:
[Removed] Enact the choice "Autarch" in the "Leadership" Civic, and have a City with at least 3 Market Quarters and at least 3 Commons Quarters
[New] Be at the Authority ideology and have a City with at least 3 Market Quarters and at least 3 Commons Quarters
Unlock Requirements:
[Removed] Enact the choice "Republic" in the "Political Entitlement" Civic, have at least 50 Population in your Empire, have researched the Nationhood technology and be in the Industrial Era or above
[New] Be at extreme Liberty ideology axis, have at least 50 Population in your Empire, have researched the Nationhood technology and be in the Industrial Era or above
Unlock Requirements:
[Removed] Enact the choice "Aristocracy" in either the "Political Entitlement" Civic or the "Political Influence" Civic, and have at least 50 Population in your Empire
[New] Be at neither extreme Liberty nor Authority ideology axis, have at least 50 Population in your Empire, have researched the Nationhood technology and be in the Industrial Era or above
Unlock Requirements:
[Removed] Enact the choice "Monarchy" in the "Political Influence" Civic and have at least 50 Population in your Empire
[New] Be at extreme Authority ideology axis, have at least 50 Population in your Empire, have researched the Nationhood technology and be in the Industrial Era or above
Customary Laws
[Removed] -50% on Create Outpost cost
[Removed] -25% on Absorb City cost
[New] +5 Faith on Main Plaza if Capital
[New] Unlocks Feast Public Ceremony
[New] Unlocks Holy Day Public Ceremony
Unlock Requirements:
[Removed] Have a City with City Watch where Stability is Mutinous (under 30%)
[New] Have a City with City Watch and have your Empire's Stability not as Settled (under 90%)
Physical Punishment
[Removed] +1 Stability per Population
[New] +3 Stability on Garrison
[New] +5 Stability per Overpopulation on all Cities
Forfeiture
[Removed] +1 Money per Population on all Cities
[New] On All Cities:
+2 Money per Overpopulation
+2 Stability per Overpopulation
Religious Hostility
[Removed] +10 Faith on Territories
[New] +10 Faith on Holy Site
Communal Rites
[New] +3 Money on Holy Sites for each adjacent District
Unlocks action Procession:
[New] +15% Growth gain (10 Turns)
Personal Rites
-30% ⇒ -20% on Religious District Industry cost
Banish Unbelievers
Unlocks action Banish Population:
[New] +1 Money per Money on Traders on Holy Site (5 Turns)
Eliminate Unbelievers
Unlocks action Start Inquisition:
[New] +15% Faith on District (5 Turns)
Unlock Requirements:
[Removed] Have at least 6 Research Quarters in your Empire and have at least 1 Holy Site
[New] Earn at least 7 Scientist Stars since the beginning of the game and have at least 1 Holy Site
Criminal Slaves
[Removed] +5 Food on Farmers Quarter per adjacent Commons Quarter
[Removed] +5 Industry on Makers Quarter per adjacent Commons Quarter
[New] -20% Population buyout cost
[New] +2 Food per Overpopulation
War Slaves
[Removed] +5 Food per Farmers on Victorious City
[Removed] +5 Industry per Workers on Victorious City
[New] +1 Bonus Population per Ransack
[New] +2 Industry per Overpopulation on All Cities
Unlock Requirements:
[Removed] Unlocks when founding a City on a Foreign Continent
[New] Earn at least 7 Expansionist Stars since the beginning of the game and own at least 2 Cities
Vassal Colonies
[Removed] +2 Money on any Resource Extractor in Cities founded on a Foreign Continent
[Removed] -25 Stability on Cities founded on a Foreign Continent
[Removed] +10 Food | Industry | Money | Science per Cities founded on a Foreign Continent on Capital
[New] On Capital:
+2% Food | Industry | Money | Science per City
Naturalized Colonies
[Removed] +25 Stability on Cities founded on a Foreign Continent
[New] On all Cities but the Capital:
+5% Food | Industry | Money | Science
+5 Stability
Child Employment
[Removed] +1 Researchers Slot in City or Outpost per Research Quarter
[New] On All Cities:
+2 Money per Workers
+3 Industry per Overpopulation
-15% Growth Gain
Child Education
[Removed] +1 Workers Slot in City or Outpost per Makers Quarter
[New] On All Cities:
+2 Food per Researchers
+2 Stability per Overpopulation