I do agree with splitting the combat bonus and the reveal camp bonus.
The culture-for-kills is the culture generator for conquerors. Unfortunately it's very powerful at start (for those who manage to hunt the barbs, i.e. the human), but then fades away. While the liberty and tradition bonus get less important as well, they do stay...
Making it apply to major civs units would probably be too similar to the Aztecs, and more importantly help "defenders" as well, it'd probably be a clear choice to take if it's not too far into the tree. One way to prolong the effect would be to make it apply to Minor Civs units as well, another reason to go after city states....
But can we think of more AI-friendly effects that are still active enough as alternatives? What about culture-for-each-unit-built? That's active, flavourful, but probably too easily exploitable. (Build&disband). I like that effect, but it's probably very difficult to balance and make non-exploitable.
Culture-for-each-unit-died is probably the most realistic (martyr stories abound), but runs against gameplay.
My other candidate is culture-per-xp (from combat, not buildings-and-wonders), makes sense as war stories are plenty, is quite easily balanced and conquerors should get more experience than defenders (ranged attacks give less xp than melee ones).
So yeah, I'm just looking for options that are non-barb related. The rest of the tree (assuming this is the general honor policy thread

). I like the GEM version of this very much. Combat also hasn't changed much with maybe the exception of increased importance of pillaging trade routes.
This is the last GEM version according to the wiki, but I am not sure since military caste and Finisher double each other:
Opener: Move Reveal Barbs away, include minor civs units as culture-on-kill.
Military Caste: Needing garrisons is 'bad' as we want units out in the field. I like the version with garrison or barracks, but the buffed one.
War Epics: Wasn't liked at all in this version, I guess it depends on how much happiness we want in the tree. I can see one of the culture proposals above + reveal barb camps here. What about as effects extra gold/science/golden age points/other yield from pillaging improvements and trade routes or (another effect) from clearing barb camps? Or something to do with internal trade routes?