Looks like I over-complicated it a bit... I completely forgot about TeamTechResearched... Fortunately, LeeS was here to save the day

(His method is better since it allows you to change things up pretty quickly (it's more dynamic(?)). E.g. I'm using elseif-statements (which add up really quick), LeeS loops through a table (which will always take up one line))
Anyway, to further illustrate what LeeS was trying to say in his last paragraph is that you can't research Archaeology before having researched Eduction (unless you're cheating with IGE :O). This means that the player
always researches Education first, meaning that we can
always assign the mediocre buffing policy upon researching education.
'So where lies the problem here?' Well, it's that if we for example want the bonuses to unlock at Trapping and Archery for example, this wouldn't work. Since we don't know at which order the techs will be researched (One could research trapping before archery, or the other way around) we simply can't make any of the policies stronger than the other (like we are doing now).
E.g. If we made the trapping policy have better bonuses (like Archaeology has now), and the player would Research trapping first, then he would get more buffs than was actually designed (since he hasn't researched archery yet!).
The solution for this Trapping-Archery problem could be to assign multiple dummy policies. E.g. at Trapping and archery, gold yield is increased by one. This would mean we have to create 2 dummy policies: POLICY_CULTURE_GOLD_GREATWORK_TRAPPING and POLICY_CULTURE_GOLD_GREATWORK_ARCHERY. Both these policies would increase YIELD_GOLD by 1. Now, if the player researches trapping, POLICY_...._TRAPPING would be assigned. However, if the player researches Archery, POLICY_..._ARCHERY would be assigned on top of the effects of POLICY_..._TRAPPING (with the SetNumFreePolicies-trick), which means that the player now has a total of 2 buffing dummy policies. (DISCLAIMER: This would make balancing the Prora a bit more difficult, since the amount of dummy policies isn't static anymore like in the method above)
(DISCLAIMER: Some policy/building-things have stacking issues (E.g. Adding tourism), meaning that the effects won't stack! E.g. I have 2 dummy buildings (the exact same buildings) that both apply +2 tourism in a city. However, since tourism doesn't stack (for the same building), we only get a +2 tourism result, rather than the expected +4 tourism!)