G asked for this discussion to focus on Ideological Tiers in stead of per type, so I have reorganized the threads to do that.
This one looks at Tier 3 tenants.
Freedom
Media Culture: +34% tourism and +1 happiness in cities with a broadcast tower.
(A)
This defines freedom as a tourism ideology, and is the only thing that makes broadcast towers actually worth building.
Spaceship Procurements: Can buy spaceship parts with gold. Build spaceship factories in half the time.
(A)
This tenant exists for one purpose, to shave off those precious turns at the end of the science victory when its all about getting the parts. For every thing else, its worthless, but for that it can be the game.
Treaty Organization: Gain 4 CS inf per turn with a CS you are trading with.
(C)
Arsenal of Democracy generally does it better. If it was 4 inf PER TR than we are talking, but as written its an ok but not great bonus.
Order
Dictatorship of the Proleitariant: +34% tourism to civs with less happiness. +1 happiness form factories.
(Varies)
As order tends to be used by larger civs, Tier 3 policies come pretty late in general. Further, tourism is not normally their fortay.
But...if you find that key civ you need to convert has less happy than you do (which is already tough with large civs), than this +cultural revolution can net you some of the highest tourism bonus.
I think this tenant is extremely narrow in niche, but sometimes tier 3's are.
Iron Curtain: Free courthouse upon city capture. +50% food/hammers to internal IRs. +3 gold for city connections.
(N/A)
The Nationalization question drives the strength of this one as well. In theory, nationalization + iron curtain could make Internal IRs extrememly powerful....but only if they work with corporations properly (see nationalization).
Otherwise, the corporation benefits of external TRs are hard to give up, even with this strong bonus.
Spaceflight Pioneers: Can build spaceship parts with Great Engineers. Gain an immediate GE and GS.
(A)
Similar to the Freedom tenant, this one comes down to your at the last leg of the space race and need a kick to the finish. The freedom's one is stronger for getting the parts, but this one gives you a GS that may give you some clutch final turns of science you need.
This tenant exists for one purpose, but it does the job.
Autocracy
Air Supremacy: Free Airport in every city. +25% production to air units. Can build zeroes.
EDIT: Changing this from an F to an A. People have convinced me with some strong arguments that for warring players, this is a wonderful and powerful tenant. I humbly ask for forgiveness for ever thinking otherwise!
(A) This gives you incredible mobility in the late game and the ability to reinforce your newly captured cities with an instant army. A brutally effective tenant for warfare.
Cult of Personality: +50% tourism to civilization fighting a common enemy. Free GP of your choice.
(F)
50% tourism sounds awesome, but its really hard to maintain, especially since generally you will be hostile to that last key civ you need to tourism flip. The free GP is just ok at this point.
Not worth of Tier 3 to me.
Gunboat Diplomacy: Gain 6 inf with CS you could demand tribute from. Your military forces are 50% more effective at intimidating CS.
(N/A)
This one seems ok to me, the easier intimidation could net you good tribute, although I honestly don't know how good tribute is this late in the game...seems better to ally with city states for their votes.