Fine arts is crap, agreed. But for a CV you'll get more finishing aesthetics than commerce. Cultural centers is good, the finisher is good, the opener is good, Flourishing of the arts, Cultural exchange... There's a lot more useless crap for a CV in Patronage, Commerce and Exploration not just Entrepreneurship. Come on. Or I'll be interested to see the performances of those peaceful culture victories finishing Patronage, Commerce or Exploration instead of Aesthetics. I'll agree that Aesthetics pales compared to Rationalism but not compared to Commerce, Exploration or Patronage.
Patronage opener's decay slowdown is useful for more happiness into golden ages and more turns of increased food from Maritime CS. More turns of faith or culture from Religious or Cultural CS is probably negligible for CV, but Forbidden Palace isn't, given that +2 votes could let you pass an early World Religion and the less unhappiness from population is always useful (especially for GA).
Commerce's gold bonus helps with purchasing, both science buildings for faster tech and cultural buildings for more culture.
If you're going to CV, you're probably not in a position to ever pick up Exploration anyway: the policy tree is pretty much reserved for [coastal] Liberty empires only, and if you're going Liberty, it's generally a better idea to chase DomV or SV anyway. I honestly thing Firaxis designed Exploration's finisher for horsehockys and giggles anyway.
I'm not aware of these great Liberty games that involve Reformation AND finishing Piety for buffed holy sites (besides ICS SS). What kind of rationalism timer you're looking at here ? You'll note that once again Rationalism appears in my critique. Commerce mercantilism is one of my favorite policy so I won't argue there. Investing in the whole tree is mostly a domination strategy. The happiness is seldom needed for peaceful play by the time you can finish that tree since you have ideologies for that and the rest goes to rationalism meanwhile.
It only works for certain civs (Maya, Ethiopia, Celts, Poland, Byzantium with a good start, Spain with Natural Wonder) and/or on good faith pantheon starts. Opener liberty into collective rule, followed by opening Piety into Mandate of Heaven. Pick up Pagodas as first religion, Mosques on Enhance (Monasteries as backup), Byzantium gets wild card for Bonus Belief. Place cities the minimum distance apart from each other so you can stuff as many cities as possible into the smallest amount of space, you'll usually have 8-10 cities when you stop; you'll usually be keeping cities at the population of their local happiness. Since you'll have a lot of cities in a small space, Initiation Rites is actually useful (you'll need the +100 instant gold more than the +2 gpt from Church Property). Purchase Pagodas and Mosques with faith after enhancing, netting you +40 to +50 faith per turn just from those buildings alone; with shrines and temples and Organized Religion, you'll have +80 to +100 faith per turn, assuming no UB shrines or UB temples. If you go Jesuit Education, you make up for your science penalty (from less effective NC and having more cities) by purchasing Universities with Faith; in fact, the science boost you get from this is sometimes worth delaying finishing Liberty for its GS in favor of picking up Jesuit Education. The only other option is Glory To God, which lets you pump out GP's in Industrial Era without having to rush finishing Rationalism. I guess you could also try going for a Sacred Sites that generates 40 tourism per turn in medieval (10 cities with 2 faith-purchased buildings each), but that's an all-in that doesn't usually pay off; if you plan on Sacred Sites, Cathedrals may be better than Mosques provided you can fill their Great Work slots (you usually can't, since you won't have the specialists to work Guilds). As an added benefit, your faith buildings will generate so much culture that you'll often get one or two more policies than if you went for Temple happiness, Guruship, or any other Liberty-favoring follower beliefs, which is usually enough to either finish both Piety and Liberty or be one policy off finishing one or the other by the time you unlock Rationalism (timing is very map- and civ-dependent). You can also put off Secularism because you won't have the specialists to make full use out of the +2 science immediately (man, I miss Civ4's and Civ3's wonders, buildings, and civics that gave you a free specialist). You'll be generating so much faith per turn that it's inevitable that you'll be getting at least 4-7 prophets before hitting Industrial, all of which you'll be planting; picking up Messiah as Enhancer gets you roughly 2 more prophets, but picking up Texts or Preachers will let you spread to CS faster, which means getting more gold out of your Founder, so it's wild card.
Needless to say that this doesn't work on high difficulty level AIs because the bonuses they get at the start of the game make it very difficult to ensure you get the beliefs you need while also staying science-competitive despite. It's also fairly difficult for more than one person to pull it off successfully in multiplayer, seeing as how much the strategy relies on faith buildings. Still, some of the funnest games I've had were when I was going for this strategy: it works so oddly and the fact that it does is bizarre that people often don't know what to do against it (your cities are dead weight to them because you're relying so much on Faith).
Well I agree with the beginning. But it wouldn't necessary be the best policy tree. It comes down to numbers at that point. While all strategies have a university, the bonus for university is not necessarily as good as a bonus to operas in another tree for a culture victory. Timing is also important. The later you get direct science bonus the worst they become. Right now what is bad is that 2 of the best policies overall are available at the start of the mid game.
I honestly don't know for a very important reason: CV through anything other than Futurism (and maybe Sacred Sites) doesn't work in multiplayer, so it's difficult to judge how shuffling around Rationalism's policies would affect CV (since CV is so closely intertwined with how the AI behaves, which is not always how a player who wants to win will behave).
Let's assume though that CV through non-Futurism tourism is viable in multiplayer.
By pushing the science bonuses to a later policy, options would be constricted instead of expanded. Since the best policies in the tree are available right at the start, players only have to dedicate 4 points to the tree to get its full bonus, which can usually be done before ideologies. If you were to push the best bonuses to the end, players who could get to the end of the tree faster would have a huge edge of people who lagged behind, especially because policy costs scale with each policy you unlock, so the turn difference between Rationalism opener and Secularism is a lot smaller than the turn difference between the penultimate Rationalism policy and the last one. It also cripples the Glory to God reformation belief, whose benefit lies in the fact finishing Rationalism is primarily useful for purchasing GS with faith, so forcing players to have to complete Rationalism ASAP to get the most science out of it instead of letting them get the science boosts out of the first few policies kills the biggest benefit to Glory to God.
Yes but you must also value the fact that you unlock some other policies and start progress in a tree. If the opener is great but the rest is poor for your strategy this may not be the best option. I will never start to open Piety in the middle of a Culture game. Aesthetics is a better options.
I meant Patronage opener, a lot of the Piety tree, and a lot of the Commerce tree. Piety opener is indeed quite terrible on its own later in the game, but Patronage opener remains useful throughout the game, especially if key CS's (eg. the only two Maritime CS in the game) have Hostile personality.
Trees should be designed so that they reward a type of strategy. Liberty should reward wide, tradition should reward small, honor should reward agressivity etc. The problem with Rationalism is that is rewards everything, the rest aren't so bad... Tradition vs Liberty is more a wide vs tall debate like you said.
We're in disagreement here, and it all lies in the irreversible nature of policy trees. Since policy unlock options cannot be reversed, policy trees that double-down on a specific type of strategy should be avoided; otherwise you'll end up in situations where a player may get a policy or two, then realize their strategy won't work out, and be at a permanent disadvantage for the rest of the game because there is no way they can undo those two policy choices they made assuming their initial plan would work.
It's why I think wide vs. tall decisions for policy trees are a terrible idea, especially when they are supposed to be the first policies that you unlock: it forces a player to double-down on one of two mutually exclusive strategies (wide or tall, no middle ground), and if they realize that their decision was wrong in the next couple of turns, there is not only no way for them to undo their policy choices, but the now-useless policies also handicap their ability to acquire the policies they now actually need due to the way policy costs scale. This is especially true with going Liberty initially and trying to transition back into Tradition, since policy cost increasing with city count punishes bad Liberty starters more than bad Tradition starters.
BNW's ideologies are an improvement over the 3 endgame policy trees in G&K and vanilla solely because they don't box the player into a specific type of strategy as much. Sure, Autocracy might still have the tenet that reduces the gold purchase cost of units by 33%, but it also has a tenet that gives +2 happiness from Barracks, Armory, and Military Academy, which lets them get huge amounts of happiness that is useful for any victory type.
This is why I view the necessity of Rationalism as a double-edged sword: sure, it forces people to always pick up Rationalism instead of experimenting with other policy types, but because it rewards every strategy type, players do not suffer from the fact that the tree doubles down on science. Even if they end up having to switch strategies mid-game, eg. aiming for CV to aiming for Info Era DomV, Rationalism remains a useful policy tree, while Aesthetics would just become dead weight.
The patronage tree might double-down on hoarding CS allies, but the opener is useful enough for all strategies that it also doesn't punish players for having to change plans.
Oh, and for the record, I prefer Civ4's civics to Civ5's policies solely because Civ4's civics are reversible while Civ5's policies are not. In Civ4, if you were initially aiming for a wider empire with Universal Suffrage and Free Speech but end up not having enough tiles to maximize the usefulness of Towns, switching to a small-and-tall strategy is just a turn of anarchy away via Representation and Bureaucracy. If something similar happens in Civ5, the only thing that can save you is a restart.