Wanted to give my latest take on the policies having gotten to run through them a lot with this current version.
Commerce - Right this is my favorite tree overall. I use the policies consistently in most games I play.
Opener - Very nice. The 15% bonus gives a lot of gold, and great merchants with faith is solid.
Mercantilism - All of the benefits here have been tried in other forms with varying levels of success. I find that the bonuses together finally feels right.
Guilds - I would say the weakest of the commerce policies but still a good one and has good synergy with the faith buying the opener allows.
Protectionism - Just solid.
Merchant Navy - The navy bonus has always been either too weak or too deep in the tree. Now combined with the naval building bonus this one is a great policy for coastal empires.
Patent Law - After Mercantilism, this is the policy that provides the actual raw gold in my games.
Liberty - This has become my default early game tree.
Opener - By far the lamest opener currently. It has its use, but there is nothing interesting about it at all.
Meritocracy - This one has a great balance of use. The gold/happiness bump is great for early game, the culture aspect kicks in a bit later. I find this is the policy I will dip into liberty for just to ensure my large empire doesn't get bogged on culture.
In fact, in some ways I feel this policy is a requirement if I'm going a large empire and I want to have any amount of policies, but that could be a perception I don't know how much actually mechanical impact the policy has.
Citizenship - A good bonus all around.
Collective Rule - Ironically I find this policy isn't that useful to me anymore, when it used to be the reason to go liberty. With the version's current money, I generally can buy my own settlers now, I almost never make them. And meritocracy can get me the money I need to buy one plus all of its other benefits. So I sometimes use it for the third city but its not as critical.
Representation - Probably one of the best happy policies in the game right now.
Republic - The prod bonus is just okay, but getting free walls in every city is nice...its still near the bottom of the list but I don't consider it a waste.
Finisher - Right now I think its one of the best finishers part for its strength and part for the earlyness that I can get it. The +2 prod for every specialist is huge late game when my growth starts to taper off and early game it makes an engineer more powerful than a mined hill with iron working, so I can for great engineers with 0 penalty.
Tradition -
Opener - This actually racks a lot of culture especially early game. A well manged tall empire can often get a lot of happiness so it can generate a sizable portion of your culture.
Ceremonial Rites - Its okay, but I really don't like the build buildings mechanic, so its not nearly as interesting as other policies.
Monarchy - This one is a great one, and sometimes worth a dip into the tradition pool just to pick up. Again all of the bonuses individually wouldn't be worth it, but packaged together it makes it work.
Landed Elite - Another decent one especially if gotten early. Lower on the list than many but still useful.
Oligarchy - It has its uses, but I think its a very boring policy. Also, the 50% bonus to ranged attack has a big swinging effect on city strength.
Aristocracy - wonder bonuses are always useful, and that extra little culture bonus just sweetens the pot.
Finisher - Solid finisher. honestly the 200% border speed is something I miss when going liberty orders.
Honor - I've been trying it out more lately, and its come a long way in that a peacenick like me considers using it from time to time. I will say that I think honor's biggest issue is it doesn't have effective happy control for conquest like nationalism. If I'm conquering I have an expensive army and happiness problems. Professional Army helps the expense, but military caste doesn't really help the happy that much.
Opener - Because barbs are so rampant now with the changes, the opener is really good, and its such a nice carrot for peacenicks to go honor. Hey I get a little better at fighting barbs, and I can make a ton of culture.
Military Tradition - Mediocre but okay.
Military Caste - Mediocre but okay.
Professional Army - Imo, THE reason to take honor. The upgrade reduction is great, and the gold pillaging is wonderful. When I take honor (again as a peacenick), its mainly to pick this one up. That way when I'm fighting barbs I'm getting culture and money...and suddenly going to war isn't so bad.
Warrior Code - One of the weakest policies in the game imo. I feel like this one needs to be packaged with another bonus.
Discipline - The most pure military policy, its solid at making your army stronger.
Finisher - Its an okay finisher, but I like that the tree as a whole offers a lot of cultural avenues. The ability to play a conqueror going for a culture victory has appeal and this tree tries to offer that.
Piety - For me, the best use of piety has been to jumpstart a religion. I can still get religion benefits without focusing on the infrastructure. Overall though I would still say its a weak tree.
Opener - Basically gives you a pantheon which is solid.
Inspiration - Any avenue to gain culture when you are going for a culture victory is useful but for anything else its kind of mediocre.
Unity - Generally this nets me 2 GAs (one immediate and one extra happy one). I don't know the overall benefit but I would say its pretty useful.
Tolerance - An okay happy policy.
Charity - Gives more use to the religious buildings, I wish it just had a little bit more to it.
Devotion - This combined with the opener provides the springboard to get my religion up and running. So for that its very useful, otherwise its mediocre.
Finisher - If it effect great person buying it would be useful. Else its far and away the weakest finisher in the game.
Patronage
Opener - The opener is actually so good that it tempts me to go down this tree when I normally would not. The opener + promise to protect nets you an automatic CS friend. It is possible to get friendships with all CS this way without spending a dime.
Philanthropy - Decent enough but not my first choice.
Cultural Diplomacy - Okay.
Aesthetics - THE policy of the tree other than the opener imo, you can rack up a massive alliance bonus at a key part of the game, and then other players get weaker influence for the rest of the game. I love the combination of immediate bonus and permanent bonus that really makes some policies work.
Trade Pact - Provides a decent amount of hammers.
Scholasticism - I don't know if its a bug but this policy provides so little science its completely laughable.
Finisher - Considering there is no reason a CS shouldn't be your friend with the opener, it can provide a great amount of happiness.
Knowledge - This is my go to tree after commerce. Science is never a bad thing, and you get a LOT of science from this tree.
Opener - A really nice opener but not overpowered like some of the previous versions.
Scientific Revolution - I mentioned before that I don't like the build buildings mechanic, but I will say that adding it on balances this policy with some of the other ones in the tree. I just wish it was a different mechanic.
Humanism - I find its a weaker happy policy than many of the others, its hard to put my finger on why though. I think it may be that the rest of the tree is just so good.
Sovereignty - Aptly named, for it is the king of the tree. A massive 20% bonus to science is just insanely good especially combined with monarchy.
Free Thought - Solid policy, and combined with patent law creates super villages.
Secularism - I have found this one surprisingly good. Late game I tend to have a lot of specialists so the science racks up.
Finisher - One of the better ones.
Order
Opener - Decent.
Planned Economy - I feel like this one comes along a little late for its bonus to be really useful. If I need a factory fast i'll buy it.
Socialism - Can save a builder an okay amount of money, but I would always push commerce first.
Labor Unions - One of the best policies in the tree.
Communism - Probably the best policy in this tree. It lets an industrial civ become strong in science as well.
United Front - The spy bonuses alone wouldn't sell it, but getting 10 new hammers to a city just for building the spy buildings I think sells it.
Finisher - Decent enough.
Freedom - This tree has become an odd grab bag among trees, but the bag is pretty good.
Opener - I consider the opener the payment in order to access this tree. Combat bonuses are not what I'm looking for when I go freedom.
Free Speech - One of the critical policies for a culture victory, and another way to make villages godly.
Democracy - This one is just flat out awesome.
Universal Suffrage - When I first played this version, I thought this policy would be completely overpowered. However, I have found that at this point in the game villages have generally become very good. Also, the growth bonus is late in the game and doesn't have a huge impact.
Free Trade - Very weak mainly because its almost impossible for the AI to have enough cash to make research pacts. Without that, the gold bonus to open trade just isn't enough.
Immigration - Its okay.
Finisher - I don't necessarily understand exactly how this works. If it works just like I think it does, its simply overpowered. with the national wonders you should have at this point, you get these bonuses:
1) National Epic - Another +25% culture and GP bump.
2) Heroic Epic - Do you get another 20% from morale?
3) National Treasury - Another 20% + 10 gold to the money city.
4) National College - Another 25% science bonus to to the science city.
5) Circus Maximus - Another 5 happy.
6) Foundary - Another 8 prod + 25% prod in main city.
Now there are more these are just the ones I generally always get. That is a LOT of bonus.
Nationalism - Like honor I'm finding ways to use this tree, but its main is that it competes with freedom, and I think freedom is just a better tree.
Opener - A little on the weak side. The happy is nice but not too strong, and I don't need more GGs, I get plenty of those in the game.
Police State - Gives me a reason to build police stations and constabules, and has nice synergy with United Front.
Militarism - If i'm going war I'm spending a lot of gold in maintenance, so this generally gives good returns.
Privileged Elite - A great happiness valve that can be adjusted as needed, and the courthouse bonus is that little something extra.
Fascism - I don't have enough experience with this policy yet.
Conscription - Its interesting that in one of the "war" trees this is the only policy that actually helps you fight better. The healing is useful.
Finisher - +30 XP, awesome!
One thing I would like to consider for this tree, would it be possible to have a policy that halves rebellion time. I'm tired of invading a place and waiting 15 turns for the populace to quiet down.