@texdionis: Teratology is something different, it's about congenital disorders, not about fantasy monsters. But I'm not sure if "Monstrology" is a good name, perhaps I'll change it to "Monster Anatomy".
Ok, but the CS bonus still doesn't really make sense in this sub-tree.
If you say so... Perhaps I'll reorganize the trees somewhat, and break the symmetry so it won't be always 3 branches with 3 policies each. But I think it fits as an additional effect of the policy that gives science from assimilated cities - it's about better scientific cooperation with other cultures.
These are ok, I guess my reservations are that medieval and (with a handful of Italian exception) renaissance societies didn't really have a financial elite. Financial elite means banking; borrowing and lending. What is more realistic is to have an economic elite; these people will probably be merchants, not bankers. "Financial" is sometimes misused to mean anything economic, but it doesn't really mean that. Oligarchy is nice in that it means rule by the economic elite, it doesn't have anything specific to do with banking, which was a pretty small part of overall economic activity until modern times.
This policy increases happiness from Mints and Banks, so I think it fits better as "Financial". Of course fantasy games should get inspiration from real history, especially medieval times, but I don't think these times must be accurately depicted.
Paid labor I think also might make more sense than contract labor, because labor contracts similarly weren't widespread - particularly among laborers - until modern times, in part because the laborers were illiterate and wouldn't understand a contract. Whereas paid labor, in terms of paying workers in money rather than having a service obligation or paying in "security" was a significant innovation.
I think "paid labor" sounds strange, because labor is usually paid... Well, it is in modern times, perhaps it wasn't always like this in medieval times, but still the idea for paying someone for his work was widely known and doesn't sound like something special that would deserve a policy. As for the contracts, they don't have to be signed with individual laborers (which can be illiterate), but with groups, and the leader of such group would understand what the contract means.
Rather than literally blocking its construction, you might make it so that it is only worth building in cities specialized in science, say because it has a high maintenance cost and give a % yield bonus that is only worthwhile if you're using sages and the like.
This can cause problems with the AI, which would build things where they don't give any net benefit.
These will need to be fairly common, otherwise this is probably overly restrictive for a tier-opening policy. An interesting idea though.
Yes, perhaps I'll add another effect to this policy to make it a more viable choice.
That's in Master of Magic, isn't it?
True. One of the best games of all time.
Alternate names: College of war, military science, advanced doctrine, educated officers
I like "Military Science" and "Educated Officers", but I kinda like my "Combat Learning" idea too...
I have just a general comment on policies.
Maybe (just maybe) it can be better if most "trees" have at least some part of the name that is repeated upon the different policies. :
I liked the Public works I --> Public works II --> Public roads progression. One is clearly an improvement of the other while the third names have the same "public" adjective in it that brings cohesion to the group.
for example the "B1 City Militias - / B3 Territorial Defense - / B2 Levies ." could be replaced by something akin to "City Militia"--> "Homeland militia"--> "Conscripting the Militia"
I'm making those suggestion because in most cases the effects are mainly in a same philosophic line ; and it would then allow to limit the number of names to learn and ease the understanding of the relation between each policy.
However to render the things more interesting/break the symmetry or to bump in a same line some different concepts, you can have sometimes what you already do, mixing 1 name that seems to have nothing to do with the other two names... but maybe not always.
Well it is only cosmetics so, do as you want
This is quite an interesting idea, actually I'm not happy with some of the current policy names, so it's possible that I'll change them in fashion that you propose.
I thought a bit about craftsmanship. for me it is opposed to somthing like "industrialisation" or .. maybe opposed to "chaos" ? but that might not fit with what you want to do with chaos..
craftsmen (in my view) should improve either the "every day" life : better tools for working, increased culture, maybe increased production output a bit;
the weapons : better weapons ; but maybe it should reduce the production rate (building and unit alike as they can do more and better with the same thing but spend more time on it). so maybe allow : building that provides strategic ressources if one is already in the city radius .. (if you have a +2iron mine, the "master smith" building gives you +1 iron ressource.) Thus craftsmen orientation would enable more elite units but with a general reduction of construction rate for units.
My initial idea about Craftsmanship is that it should be a production-based policy. But your ideas are interesting - I like the idea of a "quality vs quantity" policy which makes units better, but makes them take longer to produce (but perhaps it will be one of the Order policies), and generally it makes me think about adding negative effects to some policies... About buildings, I don't think it's currently possible to make a policy enable a building, but if/when it's possible, it's a good idea to consider.
Otherwise I thought about a policy that could encourage/facilitate a conquest approach :
Imperialist : +3happy per annexed city (that can build up a lot.. but at the same time it does not completly pay for the unhappiness brought by new city) but add a -20%

-20%

-20%

in annexed cities.
Thus you can go aconquering and maintain cities but with a cost.
or maybe 1 happy per garrisoned unit in annexed cities. (but with a drawback elsewhere).
my 0.2
Another good idea for policy with both positive and negative effects, I think I'll use it for one of the Domination policies...