Piety and Freedom are crap. And I shall now diverge for a moment.
The policy system is a failure altogether.
It should at the very least be proportional to the map size. Because it isn't, you are punished for settling free land. In an ideal world increasing the amount of AIs proportionally to the map size would fix that, but because of randomly generated maps, you will always have one or more civs which will land with a lot of land.
If you go beyond 4 cities, even with Liberty, you begin shooting yourself. That's why you see a lot of weird warmonger empires with <4 Player-controlled cities and the rest as puppets. It's so people can grab something like autocracy without waiting eons.
It's really not possible to warmonger without those critical social policies, because of spiraling unhappiness as well as the combat&production debuff and rebels.
In other words,
If you want to play culturally, you need social policies.
If you want to play diplomatically, you need social policies.
If you want to be a warmonger, you need social policies...wait, what?
If you want to expand everywhere, you need social policies....o...kay...
I can't settle all the awesome land near me because then I'm behind. The math has been done. If you go beyond 4-5 cities, you will never come back in the green in terms of culture by the end of the game. Also the Civ V AI is bad. But
the current state of the game does not encourage any sort of land grab. It feels really awkward moving into the mid-late game where there are still vast stretches of land to acquire.
A hypothetical solution to this is to change the social policy culture requirement. Hopefully somebody will mod this, but social policies should work on a flat rate, divisible by the amount of population in a civilization and their city: pop ratio, which would be determined by dividing the total number of citizens for each civ by their number of cities, then averaging it out. (How many citizens per city?) Ex: ( M + C ) / P
Where M= Map size, C= Cities, and = City
op ratio.
So in other words, if you're a tall civ, then you would raise the average number of citizens per city, thus making it harder for warmongers to adopt social policies. This would ideally be for people playing culturally. If you want to expand everywhere, you can do so and by allocating culture specialists as well as growth in your cities, you will eventually break even with tall empires. If you're a warmonger, you don't need to feel scared about annexing those few cities as long as you can bring them up to speed relatively quickly.
Foreseeable problems:
- This would destroy OCC players.
-It would also hurt civs that started or settled in horrible positions.
The first 3 trees are fine. You can go Tradition + 1pt Honor, Liberty + 1pt Honor, Tradition, Liberty or Honor. Pure honor openings are viable.
Piety has an identity crisis. It's split between faith and culture, and does both horribly. Change how the tree diverges. It feels really quirky right now in how people progress to the last policy in the tree.
Freedom is awful and no explanation is needed. If one is needed, admit yourself to your local mental health clinic.
I am absolutely appalled at how nobody bothered to buff or change the Freedom tree in any way except for the ability to buy great artists. Shame on you. Shame on your incompetence.
Firaxis is amazing for their ability to fix things, then completely ignore completely foreseeable problems. I refuse to believe that they didn't see the problem. Somebody must have seen it then decided to ignore it so they could ship the product and book the revenue in the same quarter. In the gaming world, we call this the "EA games strategy", and it's doing horribly. In fact, EA games is responsible for killing the command and conquer franchise by doing the exact same thing Firaxis is doing now. Ship the product, patch it later, do a very crappy job patching it. Release an expansion, patch it later, do a very crappy job patching it. By the time EA got to Command and Conquer 4, the community was done. They did wave after wave of rushed balanced patches which only made the game worse and did nothing to fix and fundamental game design problems that couldn't be fixed by issuing a patch.