
Here are my thoughts on the general balance of the civ attributes. I will only discuss those I think are a bit out of balance.
Influential 2: Inf 1 is fine, giving +10% influence. But 2 providing only +15% is weak.
Explorers: I don't find range all that useful, at least not enough to spend points on (as probe modules handle a lot of this). I would at least mirror the negatives and make it +15% and +30%. Or...you could go a different route and provide a massive cost decrease to probe modules or something.
Veteran: Currently a bug, at least in the text, as it says 0 for the positive points. So not sure if this is any good.
Courageous: Just a tad weak, +15/+30 would be better.
Militant: Very weak, control is not all that useful to begin with, and just having a slightly larger amount of it compared to most other bonuses that continue to work the entire game is never going to be great. Likewise as a penalty this isn't too bad, the -20 can limit certain starts, but the -10 just isn't that much of a penalty. This should either give control per turn, OR reduce the cooldown times of executive orders (which could be really cool).