I felt like the last debate on polices got a bit hectic, since we are talking about all of the trees at once. I would like to focus discussion on one tree at a time to keep the results more organized. If people disagree we can close this thread down and go back to the big thread.
One key thing that has changed in BNW that should factor in our discussions is the new culture victory. Because policy trees are no longer keys to victory, filling them out is no longer a priority. Before we focused on making an entire tree useful so filling out the tree for the culture victory felt useful. We don't have to concern ourselves with that as much now, if a tree has a specialized policy that isn't always going to be wanted....that is not as big a deal now.
I'm going to bust out the rating system again as well! I collapsed D and F because people tended to lump them together last time. I also put a bit more distinction between a strong policy and a game altering policy.
A - Policy is often the reason you choose a tree, generally a powerhouse policy no matter how you are playing.
B - Strong policy, often a key to a playstyle, but perhaps a bit too specific to be considered an A.
C - Solid policy. You like it, your happy to take it, but its not game altering, just nice to have.
F - Weak policy. You take it only when you have used up better choices, or because its a prereq for a good closer or a much stronger policy. However, you never like taking this policy.
Tradition
Overall: Tradition is my favorite tree currently, in that i pick it often and will often finish the whole tree. Part of that reason is that due to its opener, legalism (culture buildings), and the fact that tradition works with tall civs where polices are gained quicker; I can race through this tree in the early game very quickly.
Opener: B Very solid. Though i personally hate getting culture for culture's sake (i don't like policies that exist just to make other policies faster), the effect is so strong early game that it actually increases the benefits of all the other tradition policies, and combined with the faster borders ability that the policy is a good one to take. Plus the hanging gardens is amazing if you can swing it.
I know there is debate about moving the faster borders later in the tree. I personally would be fine with that, the opener would be weaker, but not so much that i wouldn't want it.
Aristocracy: B Pretty much a requirement for a wonder strategy though i would say too specific for an A.
Legalism: C Early on the extra culture from legalism lets you race through the tree. Or it can be taken later in the game for a bigger culture boost. My only beef with it is i often feel forced to take it just to pick up the two policies below it because of the pace of policy gaining using tradition.
Monarchy: C+ Monarchy is actually a really solid policy, one of my favorites in the tree, but it doesn't really dictate a game style so i gave it a C+. Still i like it as is.
Landed Elite: C Doesn't alter the game, but provides a very nice bonus, i have no issues taking it.
Oligarchy: F I simply hate this policy. The garrison bonus i either feel is weak or overpowered (and i hate going to war against someone with this policy). And i don't keep enough garrison to warrant it. I take it solely for the tradition closer.
Closer: A By the time you get this policy, aqueducts are often still a ways away, so you can get buildings you don't even have the tech for. That combined with the base growth bonus gives your civ a big boost to growth. Then combine that with the ability to buy great engineers in the late game, and this closer is just packed with things that anyone would want to have.
One key thing that has changed in BNW that should factor in our discussions is the new culture victory. Because policy trees are no longer keys to victory, filling them out is no longer a priority. Before we focused on making an entire tree useful so filling out the tree for the culture victory felt useful. We don't have to concern ourselves with that as much now, if a tree has a specialized policy that isn't always going to be wanted....that is not as big a deal now.
I'm going to bust out the rating system again as well! I collapsed D and F because people tended to lump them together last time. I also put a bit more distinction between a strong policy and a game altering policy.
A - Policy is often the reason you choose a tree, generally a powerhouse policy no matter how you are playing.
B - Strong policy, often a key to a playstyle, but perhaps a bit too specific to be considered an A.
C - Solid policy. You like it, your happy to take it, but its not game altering, just nice to have.
F - Weak policy. You take it only when you have used up better choices, or because its a prereq for a good closer or a much stronger policy. However, you never like taking this policy.
Tradition
Overall: Tradition is my favorite tree currently, in that i pick it often and will often finish the whole tree. Part of that reason is that due to its opener, legalism (culture buildings), and the fact that tradition works with tall civs where polices are gained quicker; I can race through this tree in the early game very quickly.
Opener: B Very solid. Though i personally hate getting culture for culture's sake (i don't like policies that exist just to make other policies faster), the effect is so strong early game that it actually increases the benefits of all the other tradition policies, and combined with the faster borders ability that the policy is a good one to take. Plus the hanging gardens is amazing if you can swing it.
I know there is debate about moving the faster borders later in the tree. I personally would be fine with that, the opener would be weaker, but not so much that i wouldn't want it.
Aristocracy: B Pretty much a requirement for a wonder strategy though i would say too specific for an A.
Legalism: C Early on the extra culture from legalism lets you race through the tree. Or it can be taken later in the game for a bigger culture boost. My only beef with it is i often feel forced to take it just to pick up the two policies below it because of the pace of policy gaining using tradition.
Monarchy: C+ Monarchy is actually a really solid policy, one of my favorites in the tree, but it doesn't really dictate a game style so i gave it a C+. Still i like it as is.
Landed Elite: C Doesn't alter the game, but provides a very nice bonus, i have no issues taking it.
Oligarchy: F I simply hate this policy. The garrison bonus i either feel is weak or overpowered (and i hate going to war against someone with this policy). And i don't keep enough garrison to warrant it. I take it solely for the tradition closer.
Closer: A By the time you get this policy, aqueducts are often still a ways away, so you can get buildings you don't even have the tech for. That combined with the base growth bonus gives your civ a big boost to growth. Then combine that with the ability to buy great engineers in the late game, and this closer is just packed with things that anyone would want to have.