The Sovereign
The first two branches, Tradition and Liberty, are now renamed to
Monarchyand
Republic and are the most important of branches. The full details of these branches are a WIP.
The Right to Rule
The next three branches, Honor, Piety and Patronage, are now renamed to
Might,
Divine Right and
Law.
Miscellaneous Additions
I'm very weary of straying too far from overhauling the Social Policy trees and do not add anything that I don't feel lends itself to my changes. This is a list of those such things.
Technologies:
Code of Laws: A technology that stops rushes through the Classical Era (allowing for time to be taken to adopt a formal government) and, more importantly, unlocks the Magistrate's Court, the Supreme Court and Capitol National Wonders (exclusive to Law), and the Advisory Court/Cabinet National Wonder (exclusive to Monarchy/Republic).
Buildings:
Magistrate's Court: A Classical Era building. Increases
Production toward Buildings by 10%.
High Court: A Renaissance Era building. Increases
Production toward Buildings by 15%. +1
Happiness.
The purpose of these two Legal Buildings is to act as a counterpart to the Shrines and Temples, which receive benefits from the Divine Right tree, whereas these receive benefits from the Law tree. They will also help players like I who have a compulsive desire to build everything and then end up with no military.
Wonders:
The Pantheon: Cities with a majority religion also get the Pantheon belief bonus of the second most popular religion. +4
Faith.
This Wonder's primary purpose was to add a Religious Wonder to the Classical Era, but it also found purpose in shouldering the - to me - horrible Religious Tolerance effect from the vanilla game, which had no place in Divine Right and would have just wasted space for later trees. Now this effect will be perfectly optional and, I think, rather appropriate. It is also intended to keep the secondary effect of the Divine Right opener - 20% production when building Religious Wonders - somewhat useful in the Classical Era.
Religious Buildings and Beliefs:
Mandir: +1
Faith on River Tiles. +1
Faith and +1
Culture.
Synagogue: +1
Faith, +2
Culture, +1
Happiness and 1 Merchant specialist.
Basilica: +2
Happiness, +3
Faith and +1 :c5culture Culture.
Here, I had to add at least one new Religious building to compensate for the removal of the Monasteries belief (and replacing it as a policy). I then added two more. Beliefs that unlock means to spend your faith are generally superior to other beliefs, so it's important that powerful Religions have at least one - and this is especially in SR, where the Divine Right tree encourages you to generate as much faith per turn as possible.
Heathen Conversion: Missionaries may convert adjacent barbarians. Because of the lateness at which Reformation beliefs now come, this belief has been moved to an enhancer belief; it probably won't go the way of putting it on par with other beliefs, but it buffs it slightly, I believe.
Religious Law: May purchase Magistrate's Courts, High Court's and Courthouses with Faith. This is a new Reformation belief added to compensate for the loss of Heathen Conversion.
UAs
Rome: +15%
Production towards any buildings that already exist in the Capital. Begin with 2 sources of Iron in your Capital.*
France: Chateau - Does not require Walls. 1 Pikeman when built. +2 Culture. +3 Tourism after Flight. Takes longer to build.**
*With the addition of the Magistrate's Courts and the High Courts, Rome needed to be changed so as not to overpower them.
**The Great President will be taking the vanilla Chateau as a 'State Manor' improvement.