When unhappiness is +8 per city, then you aren't going to be able to afford to have many cities, and +1 happy per city is going to make very little difference.
Actually it's 10 per city under normal conditions (8 with the Orcs' UA), but there are other changes to the happiness system as well, so you can have a fair amount of cities later in the game. I think an opportunity to found your next city earlier is a very good thing in this mod.
Maybe, hard to tell. In any case, this kind of thing can easily be tweaked once you have a playable version.
But consider: +1 food per tile increases a 3 food tile by 1/3 or a 4 food tile by 1/4, rather larger than a 10% increase.
It only increases food from Farms, there are other sources as well. I don't think you will want the entire landscape covered with Farms, and it's impossible to build them on some terrains.
How so? With a bit of recon, it is easy to spot barb camps on your own. I have only ever found this valuable with Germans, because of their UA.
Now when I think of it, it's mostly a convenience (so you don't have to wander around looking for them) rather than a real help... and it will be moved to Nature as you suggested, as a "side effect" of one of the policies. But I'm still unsure what's the best name for the policy that gives a bonus vs barbarians...
Is 10 policy picks in really still the early game?
It depends on the policy cost settings, we'll see how it works in the game. I don't intend to let the player finish an entire tree very early. I think +1 culture per city is a good thing even later, but perhaps I'll change the finisher to faster territorial expansion, like the Tradition opener in vanilla...
Maybe. That still has an industrial revolution-era flavor, rather than an ancient-flavor; the Babylonians and the Egyptians and the Persians and Romans and various ancient Indians all had public works programs for things like building irrigation systems.
Hmm, maybe I'll just name them "Public Works I" and "Public Works II"

Fair enough. Maybe the bonus in grabbing tiles with culture or gold then?
Yes, as I wrote earlier I think I'll change the finisher to a territorial growth bonus.
Aren't camps still out in the wilderness?
In any case, infiltrating Orc camps seems more like something that sneaky Nature-oriented people would do, it seems out of flavor for city-dwellers.
Camps are in the wilderness too, I meant that the animals and monsters don't need a camp to appear. I think you're right about the location of camps, it should be moved to Nature...
Are you sure you are able to create multiple classes of barbarians? I am guessing that barbarians are hard-coded in the engine, and that the social policy only has hooks for a general bonus vs barbarians, rather than a bonus vs say a particular unit class.
So I would guess you would find it difficult in code terms to have one policy give a bonus vs Orc barbarians and a second give bonuses to Monster barbarians.
I guess as a hack you could make them each give a promotion, like Discipline, that then gave a bonus vs a unit class Orc or unit class Monster, but then you'd have to make orc units all the same unit class, rather than letting them be melee/ranged/mounted/etc. Monster.
I don't think we have the code access to do something FFH-style where in addition to class we have race, and promotions can give bonuses vs a particular race.
Yeah, I meant that Nature will give a bonus against animals and monsters regardless if they are barbarians or not. And Civilization will give a bonus against all types of barbarians.
Logistics could reduce military upkeep costs. Militias could give happiness and defense and maintenance cost reductions for garrisoned units. Levied troops could increase unit build rate. Military professionalism could add extra experience. Organization could boost flanking bonuses (a way of modeling improved tactical doctrines, and the ability to coordinate attacks).
Or Urban militia, City Guard, City Watch, or some variant.
A policy that gave military bonuses to units on/near town improvements might also be interesting, though the AI wouldn't use it well.
Good ideas, I think I'll use some of them for other policy trees. Currently I'm going to change B2 to "City Militias", which eliminates maintenance costs for garrisoned units, and rename B3 to "Levies".
One of the civs will get an improvement that gives combat bonuses near it, like Polynesia in vanilla game. I don't know if it's possible to achieve the same effect with policies, perhaps with some complicated LUA code... The only thing that can be done easily is to give the Town a defensive bonus, which I'm going to do (City Ruins will give a defense bonus as well).
Also, as a general note, when the mod development progresses I'll probably get more ideas for policy effects, but the number of policies won't change, so I'm going to add more effects to existing policies - policies with multiple effects are more interesting than single-effect ones, only the most powerful ones (like +1 food from Farm) won't have more effects. The same with buildings - most buildings in the base game are quite boring for me, as they have only one effect. Library should give culture in addition to science, Hospital (Infirmary in my mod) should make the units in the city heal faster and provide some happiness and growth bonus, and so on...