Rate the Social Policies Part I: Tradition/Liberty/Honor

Tradition (Ancient Era)

9 - Tradition Opener: Increases rate of border expansion, +3 culture in capital, unlocks Hanging Gardens

Border expansion is even more important in BNW w/ trade routes & less culture in wide empires. At 3 culture per turn, this policy pays for itself by the end of the game. Hanging Gardens is one of the best wonders available as well.

7 - Aristocracy: +15% production when building wonders, +1 happiness for every 10 citizens in a city
You need national college, guilds, EIC, hermitage, & Oxford, and you want ironworks, national monument, and more. So even without world wonders you'll get good mileage out of this. Even on deity, you'll make a half dozen tries at the world wonders by the end of most games - this is handy to help win the race. The bonus happiness is a decent boost in the mid to late game, you'll pick up 5 to 10 happy here at least, depending on how much pop you generated.

7 - Legalism (leads to monarchy/landed elite): Proves a free culture building in your first 4 cities
This greatly speeds your early game start, allowing you to skip the capital's monument & build whatever you need in the first 3 expansions immediately without waiting. Frees up some crucial early hammers. It is what you build instead that is so great. It's decent because of how important early game is, but the impact fades to a mere 4gpt midgame and beyond. But the key is whatever advantages the speedier start compiled into, which could be a religion, a conquest, or more.

5 - Oligarchy: Garrisoned units cost no maintenance, cities with a garrison gain +50% ranged combat strength
The city bombard bonus is substantial and can make the difference in any war, but especially an early rush. Null maintenance is handy, but handier when you go wide-ish. Filling up the garrisons for a free army is politically worthwhile.

6 - Landed Elite (requires legalism): +10% growth and +2 food in the capital
If your capital has good land, the growth is great. Otherwise, you need to get this early on for it to have a significant impact. A worthwhile policy.

10 - Monarchy (requires legalism): +1 gold and -1 unhappiness for every 2 citizens in the capital
Capital is always huge because maritime CSes funnel into it, all City Connections gain bonus gold from it, to the point where you usually send a food cargo ship at it all game long. This can be over 10 happiness and gold by education, and over 20 happiness and gold by endgame. Just the happiness is better than many ideological tenets. The early gold is also key to jump starting your civ, as early gold is almost as scarce as early happiness.

7 - Tradition Finisher: +15% growth, free aqueduct in your first 4 cities, allows purchasing great engineers with faith from the industrial era.
Free aqueduct saves a lot of hammers right when you are starved for them, 15% growth for all cities is sizable, and engineers are one of the best GP you can get.

Liberty (Ancient Era)

3 - Liberty Opener: provides +1 culture in every city, unlocks the pyramids
1 culture is rather low when you don't have triple border expansion. You still need monuments. With great works required to fill the culture buildings, this has more influence on your borders than previously. The pyramids are one of the best wonders in the game, watch that diplomacy overview for the chance to snipe them.

6 - Republic (leads to collective rule): +1 production in every city, +5% production when building buildings
+1 production helps quite a bit to get new cities rolling, who often don't even have 10 production, and +5% is always nice even late in the game, worth 5:c5production: to a fully developed 100 production city.

7 - Citizenship (leads to representation/meritocracy): Tile construction rate improves by 25% and a free worker appears near the capital
An early free worker is extremely powerful. The tile construction rate is also fantastic, meaning all game long you can use 25% fewer workers to get superior results (coal/oil/alum/uranium & rails & war repair all faster when needed).

8 - Collective rule (requires Republic): speeds training of settlers by 50% in the capital and a free settler appears (Venice gets a free Merchant of Venice)
This IS REX. Take all the territory you possibly can afford the happiness for, right now. Ancient Era 4 turn settlers on standard speed? Check. One of the only reliable ways to keep pace with a high difficulty AI in expansion.

3 - Representation (requires Citizenship): each city you found increases the culture cost of new policies by 33% less and starts a free golden age.
If you went extremely wide or have a specific need for a golden age, this is decent. Otherwise, it's something you stomach for the free GP finisher.

9 - Meritocracy (requires Citizenship): +1 happiness for each city connected to the capital and -5% unhappiness from citizens in non-occupied cities.
One of the best policies you can get in the ancient era.

5- Liberty Finisher: A free great person of your choice appears near the capital
Pretty handy now that there are so many GP. Usually a scientist, but can be an engineer, or a prophet, whatever you need.

Honor (Ancient Era)

4 - Honor Opener: +33% combat bonus vs. barbarians. Notified when a new barbarian encampment spawns in revealed territory. Gain culture from each barbarian killed. Unlocks Statue of Zeus.
Nice for scout survivability, nice to clear camps, defend settlers, defend workers, defend improvements. The culture gain is minimal, maybe 150 in ideal circumstances, perhaps enough to take 1 other early policy. Statue of Zeus is garbage.

5 - Warrior Code (leads to Military Tradition): +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster.
Against the AI, that spam ungodly numbers of units, melee units are bad because attrition is bad. You always need a few, and 15% hammers helps. The fast GG is handy in your first war, though you'll get plenty enough thereafter. The 25% faster earned are almost always citadels, which are nice. A strong citadel placement can prove decisive & now you can citadel bomb one tile adjacent to your territory, so more citadels is a decent bonus.

5 - Discipline (leads to Military Caste): +15% Combat Strength for melee Units which have another military Unit in an adjacent tile.
This provides your melee with significant extra holding power, & horse with strong attack. Falls off late game when melee and cavalry are overshadowed by aircraft and artillery, but that is not what honor is about. For instance, honor is about exterminating every AI on your continent before the other continent's civs sail over the ocean to meet you, and thus have no idea that you even killed anyone.

7 - Military Tradition (requires Warrior Code): Military Units gain 50% more Experience from combat.
The best military bonus on offer. 50% more instant heals, faster upgrades to range/logistics.

4 - Military Caste (requires Discipline, leads to Professional Army): Each City with a garrison increases Local City Happiness by 1 and Culture by 2.
The bonuses are good, but the requirement is brutal. If you have a large, highly promoted army, the last thing you want to do is park your army in backwater garrison and leave it to rot. They should be taking cities, pillaging, enslaving workers, demanding tribute & lucrative peace deals. Assuming none of those are available, in peacetime they should be in forts on the borders where you will be attacked next, not garrisoning east bum. Or running patrol on dark trade routes. Or securing archeology sites. Building trash units to fill the garrisons will cost you a lot of GPT and hammers, too. bleeeeh.

5 - Professional Army (requires Military Caste): Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster.
If you went honor, you have highly promoted units you want to upgrade rather than rebuild & replace. This is handy. The double speed military buildings combos well with autocracy, though you'll generally already have your army built at this point, making these buildings largely superfluous unless your wars are getting costly. You'll always replace some melee, but this is generally not as good as it seems.

7 - Honor finisher: Gain gold for each enemy unit killed. Can purchase great generals with faith from the industrial era.
This is a LOT of gold, especially endgame when modern armor are granting you 100g a pop. And if you are honor warmongering, you're gonna need it because you'll be running a questionable GPT all game.
 
Thanks to everyone who's voted so far, keep the votes coming in.
 
Not nearly enough votes to tally yet
 
8 - Tradition Opener: Increases rate of border expansion, +3 culture in capital, unlocks Hanging Gardens Rate of border expansion is awesome. +3 culture is nice.
6 - Aristocracy: +15% production when building wonders, +1 happiness for every 10 citizens in a city Great if you want to build a lot of wonders. I usually just choose a few key-wonders though (meaning I bee-lined that tech).
7 - Legalism (leads to monarchy/landed elite): Proves a free culture building in your first 4 cities (Free monument when settling +faster border expansion is great).
3 - Oligarchy: Garrisoned units cost no maintenance, cities with a garrison gain +50% ranged combat strength Godsend on defense, but I'm hardly ever on defense so ...
8 - Landed Elite (requires legalism): +10% growth and +2 food in the capital Yes! Pretty much makes tradition great.
7 - Monarchy (requires legalism): +1 gold and -1 unhappiness for every 2 citizens in the capital Not as good as Landed elite, but is more useful now that gold in the very early game is harder to get.
10 - Tradition Finisher: +15% growth, free aqueduct in your first 4 cities, allows purchasing great engineers with faith from the industrial era. They should really nerf this to where a civ needs construction before the aqueducts appear.


Liberty (Ancient Era)

6 - Liberty Opener: provides +1 culture in every city, unlocks the pyramids Like Order, more useful depending on how many cities you have.
7 - Republic (leads to collective rule): +1 production in every city, +5% production when building buildings Again, more useful depending on how many cities you have. It can be combined with 5-year plan, party leadership, and naval infrastructure for huge hammer boosts on the city tile.
6 - Citizenship (leads to representation/meritocracy): Tile construction rate improves by 25% and a free worker appears near the capital This was hard to rate because the worker is a godsend in the early game, but so terrible later on that it hurts to think about.
9 - Collective rule (requires Republic): speeds training of settlers by 50% in the capital and a free settler appears (Venice gets a free Merchant of Venice) Makes liberty awesome. Especially if you pop a culture ruin or two.
7 - Representation (requires Citizenship): each city you found increases the culture cost of new policies by 33% less and starts a free golden age. Solid-all around SP. Interesting synergies with Persia and Brazil/anyone with Chitzen Itza if you wait to adopt it.
8 - Meritocracy (requires Citizenship): +1 happiness for each city connected to the capital and -5% unhappiness from citizens in non-occupied cities. Helps the city ICS just like the opener and Republic.
10- Liberty Finisher: A free great person of your choice appears near the capital The only time I've ever built Petra ...

Honor (Ancient Era)

5 - Honor Opener: +33% combat bonus vs. barbarians. Notified when a new barbarian encampment spawns in revealed territory. Gain culture from each barbarian killed. Unlocks Statue of Zeus. Notification is the only reason this isn't a 1. Barbs popping up can be terror on trade routes.
6 - Warrior Code (leads to Military Tradition): +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster. That 15% is nothing to be shrugged at. If you're going war-monger and/or have a unique melee unit, this pop 'em out faster.
4 - Discipline (leads to Military Caste): +15% Combat Strength for melee Units which have another military Unit in an adjacent tile. Why would I get this when I could get a general that basically does the same thing? Still, nice to stack the bonuses later on.
9 - Military Tradition (requires Warrior Code): Military Units gain 50% more Experience from combat. The big boy of honor. No explanation needed.
7 - Military Caste (requires Discipline, leads to Professional Army): Each City with a garrison increases Local City Happiness by 1 and Culture by 2. At first I disliked this SP, but now I realize that it's pretty much the answer to liberty's meritocracy. It's required if you want to puppet cities instead of burn them.
6 - Professional Army (requires Military Caste): Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster. I really wish they'd be the +1 happiness back on this SP because anythign with happiness helps you conquer and expanded. Still, upgrading units that have lots of EXP is required.
6 - Honor finisher: Gain gold for each enemy unit killed. Can purchase great generals with faith from the industrial era. Can make A LOT of money. I was making 2-3x my GPT with this finisher and there have been times where it floated my entire economy.
__________________
 
I'm going to total these soon, but I'd like to get more votes in before I post the results and start the next topic.
 
Well you guys have surprised me, there have actually been 18 votes, which is more than I thought there had been, go figure.

Anyway, in the interests of moving on (there are 6 of these topics to get through - 3 policies per topic and then one for each ideology) the results are below. I've also taken the average for each tree so we can rate the trees as a whole as well.

Votes so far: 24 votes.

7.26 - Tradition (Ancient Era)

8.38 - Tradition Opener: Increases rate of border expansion, +3 culture in capital, unlocks Hanging Gardens
6.67 - Aristocracy: +15% production when building wonders, +1 happiness for every 10 citizens in a city
7.00 - Legalism (leads to monarchy/landed elite): Proves a free culture building in your first 4 cities
5.21 - Oligarchy: Garrisoned units cost no maintenance, cities with a garrison gain +50% ranged combat strength
7.42 - Landed Elite (requires legalism): +10% growth and +2 food in the capital
7.29 - Monarchy (requires legalism): +1 gold and -1 unhappiness for every 2 citizens in the capital
8.83 - Tradition Finisher: +15% growth, free aqueduct in your first 4 cities, allows purchasing great engineers with faith from the industrial era.


7.02 - Liberty (Ancient Era)

5.67 - Liberty Opener: provides +1 culture in every city, unlocks the pyramids
6.12 - Republic (leads to collective rule): +1 production in every city, +5% production when building buildings
6.67 - Citizenship (leads to representation/meritocracy): Tile construction rate improves by 25% and a free worker appears near the capital
8.67 - Collective rule (requires Republic): speeds training of settlers by 50% in the capital and a free settler appears (Venice gets a free Merchant of Venice)
6.75 - Representation (requires Citizenship): each city you found increases the culture cost of new policies by 33% less and starts a free golden age.
6.67 - Meritocracy (requires Citizenship): +1 happiness for each city connected to the capital and -5% unhappiness from citizens in non-occupied cities.
8.54 - Liberty Finisher: A free great person of your choice appears near the capital

5.53 - Honor (Ancient Era)

5.25 - Honor Opener: +33% combat bonus vs. barbarians. Notified when a new barbarian encampment spawns in revealed territory. Gain culture from each barbarian killed. Unlocks Statue of Zeus.
5.04 - Warrior Code (leads to Military Tradition): +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster.
5.58 - Discipline (leads to Military Caste): +15% Combat Strength for melee Units which have another military Unit in an adjacent tile.
6.50 - Military Tradition (requires Warrior Code): Military Units gain 50% more Experience from combat.
6.04 - Military Caste (requires Discipline, leads to Professional Army): Each City with a garrison increases Local City Happiness by 1 and Culture by 2.
5.75 - Professional Army (requires Military Caste): Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster.
4.54 - Honor finisher: Gain gold for each enemy unit killed. Can purchase great generals with faith from the industrial era.
 
No Piety? :-( It is not THAT bad to skip it altogether. :p


Tradition (Ancient Era)

9 - Tradition Opener: Flat 3culture is solid punch. And there is second part of border growth. Hanging Gardens are one of my favorite classic wonder (around Oracle/Colossus)
7 - Aristocracy: Two good pers eary on. Some drawbac, that for happiness part you need to wait.
5 - Legalism (leads to monarchy/landed elite): Nice to have, but also problematic, since building monuments isnt exacly all that hard. Can be timed to give amphiters, but not sure if that gives more than take.
3 - Oligarchy: Generally take it last. Small gold buff, autocannon efficiency is hard to measure.
8 - Landed Elite (requires legalism): What not to love?
8 - Monarchy (requires legalism): Gold + happiness which scale over game.
9 - Tradition Finisher: Great buff in every part.


Liberty (Ancient Era)

Note: Liberty has not so hidden bonus due to timing. Simply being able to secure good location before round 50, and still have Golden Age, and still be able to get GS buff or any wonder you like is solid.

5 - Liberty Opener: Could give more than tradicion, but probably not in time when it matters. Pyramids are ok, since cost more or less as much as 2x worer anyway, and GE points always welcome.
5 - Republic (leads to collective rule): Bonus is not that big.
4 - Citizenship (leads to representation/meritocracy): Nice, but not big deal.
9 - Collective rule (requires Republic): Probably the main reason why people take Liberty at all. Allows to pump 3 settlers when others can get one. And secure land which interest you.
7 - Representation (requires Citizenship): It may sometimes be hard to time this GA when it matters.
6 - Meritocracy (requires Citizenship): Needs time to kick in.
6 - Liberty Finisher: Nice since allows to do many things depending what you need. But only one of them.

Honor (Ancient Era)

Note: Honor tree has a hiden malus that conquering other city no matter AI or CS due to happiness issue and warmongering penalty. So game itself punish player for early war.

3 - Honor Opener: A lot of running after this culture. And you need extra hammers to make them work. Situacional, if not so many barbarians spawn. Also if someone opens honor it is probably since he needs this units to fight other civilizacion not run after barbarians. Running around after barbarians may not be prefered style of play (even more late game) while Tradicion/Liberty are just ticking. Zeus is a lot of hammers for situacional buff. Why not build 2 more catapults in that time?
5 - Warrior Code (leads to Military Tradition): Why just melee? It is not like it would be nice to have siege weapon to attack other civ.
5 - Discipline (leads to Military Caste): Again just melee.
7 - Military Tradition (requires Warrior Code): Clear but effective.
7 - Military Caste (requires Discipline, leads to Professional Army): It is like Liberty opener +part of meritocracy. Comes late from the other side.
6 - Professional Army (requires Military Caste): Limited use. Although have nice synergy with everything else. Since most of the time we have some experienced units.
6 - Honor finisher: Gold part is nice, however apears little late. (if swapped with Castle would be better) Getting enought GG is not that hard.
 
My biggest doubt was about the Honor finisher. I'm still not certain if I'm overrating it.
And about the voting, is it still going on? Just saw that today, and really liked the idea.

Tradition (Ancient Era)

8_ - Tradition Opener: Increases rate of border expansion, +3 culture in capital, unlocks Hanging Gardens
7_ - Aristocracy: +15% production when building wonders, +1 happiness for every 10 citizens in a city
5_ - Legalism (leads to monarchy/landed elite): Proves a free culture building in your first 4 cities
7_ - Oligarchy: Garrisoned units cost no maintenance, cities with a garrison gain +50% ranged combat strength
5_ - Landed Elite (requires legalism): +10% growth and +2 food in the capital
7 _ - Monarchy (requires legalism): +1 gold and -1 unhappiness for every 2 citizens in the capital
10_ - Tradition Finisher: +15% growth, free aqueduct in your first 4 cities, allows purchasing great engineers with faith from the industrial era.



Liberty (Ancient Era)

7_ - Liberty Opener: provides +1 culture in every city, unlocks the pyramids
6_ - Republic (leads to collective rule): +1 production in every city, +5% production when building buildings
6_ - Citizenship (leads to representation/meritocracy): Tile construction rate improves by 25% and a free worker appears near the capital
8_ - Collective rule (requires Republic): speeds training of settlers by 50% in the capital and a free settler appears (Venice gets a free Merchant of Venice)
8 _ - Representation (requires Citizenship): each city you found increases the culture cost of new policies by 33% less and starts a free golden age.
6_ - Meritocracy (requires Citizenship): +1 happiness for each city connected to the capital and -5% unhappiness from citizens in non-occupied cities.
9_- Liberty Finisher: A free great person of your choice appears near the capital


Honor (Ancient Era)

6_ - Honor Opener: +33% combat bonus vs. barbarians. Notified when a new barbarian encampment spawns in revealed territory. Gain culture from each barbarian killed. Unlocks Statue of Zeus.
4_ - Warrior Code (leads to Military Tradition): +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster.
7_ - Discipline (leads to Military Caste): +15% Combat Strength for melee Units which have another military Unit in an adjacent tile.
4_ - Military Tradition (requires Warrior Code): Military Units gain 50% more Experience from combat.
8_ - Military Caste (requires Discipline, leads to Professional Army): Each City with a garrison increases Local City Happiness by 1 and Culture by 2.
3_ - Professional Army (requires Military Caste): Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster.
1_ - Honor finisher: Gain gold for each enemy unit killed. Can purchase great generals with faith from the industrial era.
 
Tradition (Ancient Era)

5 - Tradition Opener: Increases rate of border expansion, +3 culture in capital, unlocks Hanging Gardens
6 - Aristocracy: +15% production when building wonders, +1 happiness for every 10 citizens in a city
9 - Legalism (leads to monarchy/landed elite): Proves a free culture building in your first 4 cities
4 - Oligarchy: Garrisoned units cost no maintenance, cities with a garrison gain +50% ranged combat strength
7 - Landed Elite (requires legalism): +10% growth and +2 food in the capital
10 - Monarchy (requires legalism): +1 gold and -1 unhappiness for every 2 citizens in the capital
7 - Tradition Finisher: +15% growth, free aqueduct in your first 4 cities, allows purchasing great engineers with faith from the industrial era.


Liberty (Ancient Era)

5 - Liberty Opener: provides +1 culture in every city, unlocks the pyramids
5 - Republic (leads to collective rule): +1 production in every city, +5% production when building buildings
6 - Citizenship (leads to representation/meritocracy): Tile construction rate improves by 25% and a free worker appears near the capital
7 - Collective rule (requires Republic): speeds training of settlers by 50% in the capital and a free settler appears (Venice gets a free Merchant of Venice)
5 - Representation (requires Citizenship): each city you found increases the culture cost of new policies by 33% less and starts a free golden age.
8 - Meritocracy (requires Citizenship): +1 happiness for each city connected to the capital and -5% unhappiness from citizens in non-occupied cities.
9 Liberty Finisher: A free great person of your choice appears near the capital

Honor (Ancient Era)

4 - Honor Opener: +33% combat bonus vs. barbarians. Notified when a new barbarian encampment spawns in revealed territory. Gain culture from each barbarian killed. Unlocks Statue of Zeus.
4 - Warrior Code (leads to Military Tradition): +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster.
7 - Discipline (leads to Military Caste): +15% Combat Strength for melee Units which have another military Unit in an adjacent tile.
7 - Military Tradition (requires Warrior Code): Military Units gain 50% more Experience from combat.
6 - Military Caste (requires Discipline, leads to Professional Army): Each City with a garrison increases Local City Happiness by 1 and Culture by 2.
6 - Professional Army (requires Military Caste): Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster.
8 - Honor finisher: Gain gold for each enemy unit killed. Can purchase great generals with faith from the industrial era.

Kind of surprised at all the low votes for Honor finisher. In the context of what the tree does (war-monger), it is one of the better policies and scales extremely well as you move up in difficulty. It alone will completely pay for all unit upgrades and when combined with abilities that reduce gold purchases, will practically fund all military training. This is the same reason why I rate Warrior Code so low: the Honor finisher allows you to rush-buy all your military so a bonus to hard-building them is wasted.

I can only guess it is due to the tendency for most players (at least here at CivFanatics) to favor peaceful games over constant war-mongering, in which case the policy is near useless.

As for the rest, no big surprises. These polls come up every so often and Tradition/Liberty are usually about equal with Honor trailing by a few points.
 
Tradition (Ancient Era)

8 - Tradition Opener: Increases rate of border expansion, +3 culture in capital, unlocks Hanging Gardens
7 - Aristocracy: +15% production when building wonders, +1 happiness for every 10 citizens in a city
8 - Legalism (leads to monarchy/landed elite): Proves a free culture building in your first 4 cities
7 - Oligarchy: Garrisoned units cost no maintenance, cities with a garrison gain +50% ranged combat strength
7 - Landed Elite (requires legalism): +10% growth and +2 food in the capital
7 - Monarchy (requires legalism): +1 gold and -1 unhappiness for every 2 citizens in the capital
10 - Tradition Finisher: +15% growth, free aqueduct in your first 4 cities, allows purchasing great engineers with faith from the industrial era.


Liberty (Ancient Era)

7 - Liberty Opener: provides +1 culture in every city, unlocks the pyramids
5 - Republic (leads to collective rule): +1 production in every city, +5% production when building buildings
7 - Citizenship (leads to representation/meritocracy): Tile construction rate improves by 25% and a free worker appears near the capital
9 - Collective rule (requires Republic): speeds training of settlers by 50% in the capital and a free settler appears (Venice gets a free Merchant of Venice)
8 - Representation (requires Citizenship): each city you found increases the culture cost of new policies by 33% less and starts a free golden age.
7 - Meritocracy (requires Citizenship): +1 happiness for each city connected to the capital and -5% unhappiness from citizens in non-occupied cities.
9- Liberty Finisher: A free great person of your choice appears near the capital

Honor (Ancient Era)

6 - Honor Opener: +33% combat bonus vs. barbarians. Notified when a new barbarian encampment spawns in revealed territory. Gain culture from each barbarian killed. Unlocks Statue of Zeus.
7 - Warrior Code (leads to Military Tradition): +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster.
8 - Discipline (leads to Military Caste): +15% Combat Strength for melee Units which have another military Unit in an adjacent tile.
8 - Military Tradition (requires Warrior Code): Military Units gain 50% more Experience from combat.
7 - Military Caste (requires Discipline, leads to Professional Army): Each City with a garrison increases Local City Happiness by 1 and Culture by 2.
8 - Professional Army (requires Military Caste): Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster.
6 - Honor finisher: Gain gold for each enemy unit killed. Can purchase great generals with faith from the industrial era.
 
Kind of surprised at all the low votes for Honor finisher. In the context of what the tree does (war-monger), it is one of the better policies and scales extremely well as you move up in difficulty. It alone will completely pay for all unit upgrades and when combined with abilities that reduce gold purchases, will practically fund all military training. This is the same reason why I rate Warrior Code so low: the Honor finisher allows you to rush-buy all your military so a bonus to hard-building them is wasted.

I can only guess it is due to the tendency for most players (at least here at CivFanatics) to favor peaceful games over constant war-mongering, in which case the policy is near useless.

I can't speak for the others, but I rate the finisher this low not because it's always useless, but because, to make good use of it, you have to limit your strategy quite a lot (of warmongering, one might add). The policy has little to no adaptability in playing style. If you're in a context where war is a good option, it works reasonably. If you're not, it's crap. Of course, leaders like Shaka, Montezuma and Attila make an incredible use of this ability, if the player is playing them right.

But, in general, I feel it's possible to take a lot more from Oligarchy, for example (which isn't even a policy normally held that high) than from the honor finisher itself.
 
I can't speak for the others, but I rate the finisher this low not because it's always useless, but because, to make good use of it, you have to limit your strategy quite a lot (of warmongering, one might add). The policy has little to no adaptability in playing style. If you're in a context where war is a good option, it works reasonably. If you're not, it's crap. Of course, leaders like Shaka, Montezuma and Attila make an incredible use of this ability, if the player is playing them right.

But, in general, I feel it's possible to take a lot more from Oligarchy, for example (which isn't even a policy normally held that high) than from the honor finisher itself.

The policy tree(s) you pick to complete depend on your objective(s). If you are a warmonger then it is great, especially if you cannot block embargo votes in the WC/UN. Otherwise there are probably better places to spend your culture points. It is either a 0 or a 8-10 depending.

If I am going warmonger/domination then I always complete the Honor tree otherwise I probably only take the opener which would be a 10 for me.
 
Tradition (Ancient Era)

10 - Tradition Opener: Increases rate of border expansion, +3 culture in capital, unlocks Hanging Gardens
6 - Aristocracy: +15% production when building wonders, +1 happiness for every 10 citizens in a city
4 - Legalism (leads to monarchy/landed elite): Proves a free culture building in your first 4 cities
7 - Oligarchy: Garrisoned units cost no maintenance, cities with a garrison gain +50% ranged combat strength
4 - Landed Elite (requires legalism): +10% growth and +2 food in the capital
6 - Monarchy (requires legalism): +1 gold and -1 unhappiness for every 2 citizens in the capital
3 - Tradition Finisher: +15% growth, free aqueduct in your first 4 cities, allows purchasing great engineers with faith from the industrial era.


Liberty (Ancient Era)

4 - Liberty Opener: provides +1 culture in every city, unlocks the pyramids
6 - Republic (leads to collective rule): +1 production in every city, +5% production when building buildings
7 - Citizenship (leads to representation/meritocracy): Tile construction rate improves by 25% and a free worker appears near the capital
8 - Collective rule (requires Republic): speeds training of settlers by 50% in the capital and a free settler appears (Venice gets a free Merchant of Venice)
8 - Representation (requires Citizenship): each city you found increases the culture cost of new policies by 33% less and starts a free golden age.
5 - Meritocracy (requires Citizenship): +1 happiness for each city connected to the capital and -5% unhappiness from citizens in non-occupied cities.
7 - Liberty Finisher: A free great person of your choice appears near the capital

Honor (Ancient Era)

7 - Honor Opener: +33% combat bonus vs. barbarians. Notified when a new barbarian encampment spawns in revealed territory. Gain culture from each barbarian killed. Unlocks Statue of Zeus.
7 - Warrior Code (leads to Military Tradition): +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster.
4 - Discipline (leads to Military Caste): +15% Combat Strength for melee Units which have another military Unit in an adjacent tile.
8 - Military Tradition (requires Warrior Code): Military Units gain 50% more Experience from combat.
6 - Military Caste (requires Discipline, leads to Professional Army): Each City with a garrison increases Local City Happiness by 1 and Culture by 2.
6 - Professional Army (requires Military Caste): Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster.
3 - Honor finisher: Gain gold for each enemy unit killed. Can purchase great generals with faith from the industrial era.
 
Tradition (Ancient Era)

10 - Tradition Opener: Increases rate of border expansion, +3 culture in capital, unlocks Hanging Gardens
7 - Aristocracy: +15% production when building wonders, +1 happiness for every 10 citizens in a city
10 - Legalism (leads to monarchy/landed elite): Proves a free culture building in your first 4 cities
7 - Oligarchy: Garrisoned units cost no maintenance, cities with a garrison gain +50% ranged combat strength
6 - Landed Elite (requires legalism): +10% growth and +2 food in the capital
10 - Monarchy (requires legalism): +1 gold and -1 unhappiness for every 2 citizens in the capital
10 - Tradition Finisher: +15% growth, free aqueduct in your first 4 cities, allows purchasing great engineers with faith from the industrial era.

Pretty much solid all-around. The opener alone which unlocks Hanging Gardens might be worse the purchasing price. Essentially every victory condition can benefit from early land grabbing and the wonder. The finisher now which grants GEs is also perfect for whatever victory conditions you're going for except for domination.

Liberty (Ancient Era)

8 - Liberty Opener: provides +1 culture in every city, unlocks the pyramids
6 - Republic (leads to collective rule): +1 production in every city, +5% production when building buildings
6 - Citizenship (leads to representation/meritocracy): Tile construction rate improves by 25% and a free worker appears near the capital
10 - Collective rule (requires Republic): speeds training of settlers by 50% in the capital and a free settler appears (Venice gets a free Merchant of Venice)
5 - Representation (requires Citizenship): each city you found increases the culture cost of new policies by 33% less and starts a free golden age.
10 - Meritocracy (requires Citizenship): +1 happiness for each city connected to the capital and -5% unhappiness from citizens in non-occupied cities.
7 Liberty Finisher: A free great person of your choice appears near the capital

The GP at the end isn't as important as before. Though still better than most of the other tree's finishers, lol. This GP should really be "free" though, like not adding another 100 to GP generation. Again, happiness policies is pretty much mandatory here so it gets a 10.

Honor (Ancient Era)

7 - Honor Opener: +33% combat bonus vs. barbarians. Notified when a new barbarian encampment spawns in revealed territory. Gain culture from each barbarian killed. Unlocks Statue of Zeus.
7 - Warrior Code (leads to Military Tradition): +15% Production when training Melee units and a Great General appears outside the Capital. Great Generals are earned 25% faster.
7 - Discipline (leads to Military Caste): +15% Combat Strength for melee Units which have another military Unit in an adjacent tile.
4 - Military Tradition (requires Warrior Code): Military Units gain 50% more Experience from combat.
10 - Military Caste (requires Discipline, leads to Professional Army): Each City with a garrison increases Local City Happiness by 1 and Culture by 2.
7 - Professional Army (requires Military Caste): Gold cost of upgrading Military Units reduced by 33% and construct Barracks, Armories, and Military Academies 50% faster.
3 - Honor finisher: Gain gold for each enemy unit killed. Can purchase great generals with faith from the industrial era.

Military Caste alone seem to be worth the price of going down Honor for warmongers. It is essentially like 2 tradition policies combined (free monuments + monarchy). Hell, go for Tradition also to get Oligarchy and make scouts and this policy becomes priceless. It's really that good. All the other ones for domination games is OK. Discipline is actually helpful considering it helps attacking cities, though only war-oriented civs will actually have melee units to attack them. The left tree is kind of useless unless, again, you are a military civ.
 
Honor (Ancient Era)

9 - Honor Opener: +33% combat bonus vs. barbarians. Notified when a new barbarian encampment spawns in revealed territory. Gain culture from each barbarian killed. Unlocks Statue of Zeus

I always "open" honor, even if I don't go to war with any other civ for the entire game to be able to wander around the world with a few troops. it gives culture for most of the game and help for barbarian-killing missions. I always got lot of CS as allies with this opener.
 
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