Okay, got a few minutes left from my lunchbreak - let's dot his.
Authoritarian / Fanatic Authoritarian:
Resettle cost might cause problems if you can stack below -100% - make sure to check for that case.
Other change feels quite marginal, but is probably okay.
Egalitarian / Fanatic Egalitarian:
Influence change is insane. Egalitarian is already very powerful thanks to the CG cost reduction.
I could see +15%/+30% if you absoltely *have* to buff it, but +25%/+50% is *WAY* over the top.
Materialism / Fanatic Materialism:
Okay, I guess.
Spiritualist / Fanatic Spiritualist:
Still a pretty "meh" ethic, imho.
Militarist / Fanatic Militarist:
Don't think that Militarist really needs a buff, but it's okay.
Xenophile / Fanatic Xenophile:
Reduced trad cost for pops is worthless, since the effect from num of planets can easily make up 90%+ of the cost increase past the first few traditions. Also *I think* this only affects the extra penalty (?). Not sure if adding special stuff based on traditions is a good idea.
Still seems pretty worthless as an ethic.
Temple:
"Meh" - seems like a nerf?
Holotemple:
"Meh" - seems like a nerf?
Citadel of Faith:
"Meh" - seems like a nerf?
Visitor Center:
Okay. Might now be usable in the early and mid game.
Psi-Corps:
Okay.
Military Academy
Okay.
Polytechnic Complex:
Probably overpowered. Yield total is very high when all adjacencies are used and it can be unlocked very early as well.
Plurality Forum:
Probabily overpowered. Feels like too many good yields AND modiifers in one package.
Hyperstorage Facility I-III:
Tier I is okay, tier II is really good, tier III is insane. Might also lead to situations where the player can stack -100% CG cost.
Diplomatic Corps:
Trade attraction might be too good. Careful with that.
Militaristic Culture:
Seems like a nerf?
Police State:
Okay, but still not good enough to warrant picking.
Policies:
Meh. I liked the hardlock restriction, but I can see why you'd want to go that way.
Chemical Bliss:
Inconsequential, I'd assume. Old value was fine, imho, since it is pretty much a hardcounter to unrest.
Utopian Living:
Idea in general is okay, but it severely devaluates the pacifist ethic.
Reduce unity to +20% or something, double growth bonus.
Social Welfare:
Might as well be +10%.
Impoverished Conditions
Might go all the way to -20% (since it's quite easy to stack positive modifiers).
Subsistence Living
Might go all the way to -50% (since it's quite easy to stack positive modifiers).
Map the Stars:
Probaly too powerful as an immediate unlock.
AI-Controlled Colony Ships:
Still mostly pointless. Main problem is that the tech comes too late to have a decent impact.
Self-Aware Colony Ships:
Still mostly pointless. Main problem is that the tech comes too late to have a decent impact.
Gaia Creation:
Okay, I guess.
Xeno Cultural-Exchange:
Okay.
Tile Blocker Techs + Ecological Optimization:
Ecological Optimization seems pretty worthless. I would rather nerf MoN.
Wouldn't make the blocker techs cheaper. Makes colony spam even stronger.
Automatic Exploration:
Okay.
Curator Labs and Advanced Shipboard Science Lab:
Okay, I guess.
Discovery:
- Adoption Bonus: Probably too strong, considering that this is one of the best effects in the game.
- Science Division: Okay. Should probably become the opener.
- Polytechnic Education: See building comment.
Prosperity
- Adoption bonus: Okay, I guess.
- Finisher bonus: Still seems pretty bad, and is probably a nerf.
- Trans-stellar Corporations: Extremely powerful. Should be the finisher instead.
Domination
- Protection Racket: Okay, I guess.
- Fleet Levies: Okay.
- Still feels like an extremely niche / weak tree.
Expansion
- Adoption bonus: Meh. I think that's a nerf, but I never use early private ships anyway.
- Finisher bonus: Good, since it is insanely powerful.
- Courier Networks: Okay.
- A New Life: Seems like a nasty nerf.

Harmony
- Adoption bonus: Play vanilla instead, we will give you +25% in the future.
- Finisher bonus: Completely useless.
- The Greater Good: Okay, but still not great.
Supremacy
- War Games: Okay, although it was already a really good one.
- Overwhelming Force: Okay.
Diplomacy
- Federal Unity / Entente Coordination: Probably OP, unless the fed member cap is already in.
- Dynamic Ecomorphism: Very conflicted about this. Pretty useless if you go for Synthetic Ascension and not available until you unlock actual Gene Modding. Idea is good, doesn't work well with current pacing.
- Xenological Protocols: Trade attraction might be way too powerful. Be wary.
World Shaper:
Does still seem like a very weak pick.
Technological Ascendancy:
Probabily unnecessary, given how powerful research speed already is.
I'd go with higher chance for rare techs instead.
One Vision:
Actually a nerf, since unity cost reduction for pop is worthless.
Master Builders:
Broken beyond belief. This will allow the construction of Ringworlds around year 70 or so, and utterly break tall gameplay.
Resilient:
Okay, but you might as well have gone with +250% or even +500% fortification.
Robust:
This does still look terrible.
Very Strong:
Too strong (hah!) now, given that you can easily stack it with Industrious.
Arrested Development:
Unnecessay since the XP gain was bugged anyway. But I suppose it's punishing enough already anyway.