Before you ask, no, this isn't a mod of any kind, but rather, what I'd like to do is set up the abilities and political parties of each race so that they represent each race as truly as possible and then try out a game with these settings and see what happens... The trouble I have, though, is that, for most of the races, I'm not sure what settings they should have... I mean, some of them are fairly obvious (like the Korx, which should obviously have mostly trade, economic and some influence advantages with mercantile party), but I'm really in the dark on others (such as the Torians) and so I ask, how do you think I should set them up? Now, obviously, I don't expect any one of you to come up with ideas for all the races... Maybe just pick your favorite race and do one for them... Yea, I think that'd be a good idea... 
Note that what I'm aiming for here is realism and not absolute play balance, so don't be afraid to give a race more useless (such as courage) advantages if you think the ability (such as courage) accurately represents that race (an obvious one would be research advantages for the Iconians... Well, research isn't useless but it is an ability the Iconians would obviously have)... The only stipulations are that the speed abilities are prohibited (as one race having a speed advantage over all of the others would be simply too unbalancing, even for a project where balance is not the primary goal), as are the espionage abilities (simply because they are so incredibly useless that it would again be unfair to saddle any of the Civs with them, whereas at least courage, for example, does something under the right circumstances, and it's only one point anyway)...
Also, don't be afraid to accentuate abilities a race already has, particularly if you feel they should realistically be even better in that particular field (such as, if you think the Terrans should be even better in diplomacy than they already are) and, equally, don't pick abilities purely for the sake of balancing things out, unless it's the Arceans of course, who are into that sort of thing...
Again, if the race really doesn't realistically have the ability you are selecting (such as giving the Yor diplomacy), then don't select it...
To suggest abilities and a political party for a race, fill in the form below...
Race:
List of inherent abilities (purely for reference):
No. of points you had to work with:
Abilities purchased (and cost of each) (and maybe a justification for each):
Political party chosen (and maybe a justification):
Note that the super abilities will not change... Each of these is important in describing the personality (and is inherent in the personality) of the race in question...
As an example, here's a basic (and incomplete) idea for the Terrans:
Race: Terran Alliance
Inherent abilities:
Morale: +10%
Research: +10%
Trade: +25%
Diplomacy: +25%
Trade routes: +1
Logistics: +6
Points to work with: 10
Abilities purchased:
Creativity: +25% (1) (Why does this always seem to be an advantage we have over the aliens we create?)
Luck: +25% (1) (I don't know about you, but I think we just seem to be inherently lucky creatures, both in real life and in fiction)
Courage: +25% (1) (No question if you ask me... The bravery of some of our historical figures (such as the early Americans who stood up to the then mighty British Empire and won) is truly astounding...)
Repair: +20% (1) (Falls in with creativity above... we seem to be awfully good at jury rigging things that work... Or as the old saying goes "they haven't made an X yet, that I couldn't Y"...)
This is incomplete, obviously, as I've only used four of ten points...
Political party: Populist or Federalist (the two things that the Terrans in Gal Civ are best at are diplomacy and economy, so it makes sense that either of these would be their political party)
So, what do you think? Any ideas?