Thal et al.
I've been reading the policy tree fights and trying out some of my own spins on it. I will look on this as a summary of the problem.
You described three archetypes.
1) peaceful tall
2) peaceful wide
3) conquest wide
And some basic guidelines of 80-20 style utility (useful to 80%, not useful to 20% or very useful to 20%) and nods toward flexibility of strategy and rewarding skilled play.
Here's where this approach led in later vem, early gem proposals, and, I think some of my approaches and some of your own remixes, as it applies to policies.
1) peaceful tall empires really liked
a) tradition (wonders, culture, growth)
B) rationalism or patronage (science, extra strategic resources and free units)
C) freedom (food and specialists, defence)
They had less use for piety (religion) and order (wide production), and commerce but none of those are useless, just not optimal. And honor or nationalism are mostly useless.
2) peaceful wide really liked
a) liberty (rapid expansion, happiness)
B) piety (religion and happiness)
C) commerce or rationalism (gold and space race and happiness)
D) order (production and space race)
Again, less use for tradition, patronage, and freedom but all offered something. And less use for warfare.
3) wide warriors would like
a) honor (better units, happiness)
b) nationalism (better and more units and happiness)
C) commerce or rationalism (gold or better units, happiness)
Less use for liberty, tradition, patronage, freedom, or order.
What I see from that is tall wants growth, not villages. Wide wants happiness, not specialists. Warriors want happiness and units, not specialists or growth. And everybody wants science. A couple of trees are very useful for some players and not great for others, and a couple of trees are useful for anyone. I also see that the three finals each can have a logical place to fit into and not worry about exclusivity and that the three early trees mostly fall into neat lines too, with the middle four being most of the interesting choices or broadly important for all. The biggest problems I see there are nationalism (because it is late) or patronage (because CS is a victory type more than a archetype requirement). I don't think several of the proposed changes by shifting some bonuses around actually resolved that some playstyles will prefer farms to villages or military production and/or happiness to specialists. And I don't think those were problems in need of addressing.
Overlap that with victory types, which can (in theory) be pursued by anyone.
1) cultural victory requires 6 trees so you will want the three or four associated with your style plus fillers that offer culture and other benefits (usually wonders or gold/cs alliances and anything dealing with landmarks and artists). I don't see a conflict there to spread out culture somewhat since you have to get lots of policies by definition.
2) conquest requires military and tech dominance. You get other policies in service of those goals for extra happiness, gold, and production or growth. You can still get culture for having many policies because honor and nationalism offer sources of it. So that's not a problem.
3) diplomatic requires mostly patronage. And everything else is related to keeping city states happy and alive and on your side (at least late in the game). That mostly means gold and tech (because un is late game). Culture shouldn't be a problem because it isn't a priority.
4) space race requires (lots of) tech and production. Other than requiring rationalism I'm not sure this means much for policies and culture requirements.
Generally all play styles will have some use for the middle 3 (some more than others) patronage if they go diplomatic or play tall, one or more of the first 3 and one of the last trees
This sounds like it still offered ways to win that are roughly equal from all styles (except conquest from tall other than a blitz) and reasonable use of almost all policies. In accordance with an 80-20 design vision encouraging skillful use of decisions. If you have a civ or map or required victory that is ill suited for a style, you will have to make different decisions to win. That is interesting as a player.
Part of the resistance to some changes that I and others have is that it makes some individual policies incompatible with a particular play style, making that style less effective as a result, or less coherent. Making better villages when you get growth bonuses encouraging farming is a confused policy choice. Why would you want better villages there? You want better villages when you actually have a good use for them (in a wider empire or later in game). Making better specialists when you get policies encouraging conquest or expansion is a confused policy choice. You won't use specialists because they're still not as good as a smaller city's available tiles and potential happiness from growth to happiness limits. You as the player fundamentally don't want to do those things, and if you do want to do the opposite you now have to take choices to get to them that make less sense for your style and goals. That is not fun as a player. If I am cherrypicking into liberty or honor there were already good reasons for that without now having to grab nonsensical bonuses like better merchants or engineers in wide oriented trees. Moving toward a 100% strategy where all choices seem uniformly useful is what it appears like rather than some choices being situationally superior and others being generally good but not as great is unappealing. That's what the problem looks like and that's why there's resistance to some changes in particular.
I've been reading the policy tree fights and trying out some of my own spins on it. I will look on this as a summary of the problem.
You described three archetypes.
1) peaceful tall
2) peaceful wide
3) conquest wide
And some basic guidelines of 80-20 style utility (useful to 80%, not useful to 20% or very useful to 20%) and nods toward flexibility of strategy and rewarding skilled play.
Here's where this approach led in later vem, early gem proposals, and, I think some of my approaches and some of your own remixes, as it applies to policies.
1) peaceful tall empires really liked
a) tradition (wonders, culture, growth)
B) rationalism or patronage (science, extra strategic resources and free units)
C) freedom (food and specialists, defence)
They had less use for piety (religion) and order (wide production), and commerce but none of those are useless, just not optimal. And honor or nationalism are mostly useless.
2) peaceful wide really liked
a) liberty (rapid expansion, happiness)
B) piety (religion and happiness)
C) commerce or rationalism (gold and space race and happiness)
D) order (production and space race)
Again, less use for tradition, patronage, and freedom but all offered something. And less use for warfare.
3) wide warriors would like
a) honor (better units, happiness)
b) nationalism (better and more units and happiness)
C) commerce or rationalism (gold or better units, happiness)
Less use for liberty, tradition, patronage, freedom, or order.
What I see from that is tall wants growth, not villages. Wide wants happiness, not specialists. Warriors want happiness and units, not specialists or growth. And everybody wants science. A couple of trees are very useful for some players and not great for others, and a couple of trees are useful for anyone. I also see that the three finals each can have a logical place to fit into and not worry about exclusivity and that the three early trees mostly fall into neat lines too, with the middle four being most of the interesting choices or broadly important for all. The biggest problems I see there are nationalism (because it is late) or patronage (because CS is a victory type more than a archetype requirement). I don't think several of the proposed changes by shifting some bonuses around actually resolved that some playstyles will prefer farms to villages or military production and/or happiness to specialists. And I don't think those were problems in need of addressing.
Overlap that with victory types, which can (in theory) be pursued by anyone.
1) cultural victory requires 6 trees so you will want the three or four associated with your style plus fillers that offer culture and other benefits (usually wonders or gold/cs alliances and anything dealing with landmarks and artists). I don't see a conflict there to spread out culture somewhat since you have to get lots of policies by definition.
2) conquest requires military and tech dominance. You get other policies in service of those goals for extra happiness, gold, and production or growth. You can still get culture for having many policies because honor and nationalism offer sources of it. So that's not a problem.
3) diplomatic requires mostly patronage. And everything else is related to keeping city states happy and alive and on your side (at least late in the game). That mostly means gold and tech (because un is late game). Culture shouldn't be a problem because it isn't a priority.
4) space race requires (lots of) tech and production. Other than requiring rationalism I'm not sure this means much for policies and culture requirements.
Generally all play styles will have some use for the middle 3 (some more than others) patronage if they go diplomatic or play tall, one or more of the first 3 and one of the last trees
This sounds like it still offered ways to win that are roughly equal from all styles (except conquest from tall other than a blitz) and reasonable use of almost all policies. In accordance with an 80-20 design vision encouraging skillful use of decisions. If you have a civ or map or required victory that is ill suited for a style, you will have to make different decisions to win. That is interesting as a player.
Part of the resistance to some changes that I and others have is that it makes some individual policies incompatible with a particular play style, making that style less effective as a result, or less coherent. Making better villages when you get growth bonuses encouraging farming is a confused policy choice. Why would you want better villages there? You want better villages when you actually have a good use for them (in a wider empire or later in game). Making better specialists when you get policies encouraging conquest or expansion is a confused policy choice. You won't use specialists because they're still not as good as a smaller city's available tiles and potential happiness from growth to happiness limits. You as the player fundamentally don't want to do those things, and if you do want to do the opposite you now have to take choices to get to them that make less sense for your style and goals. That is not fun as a player. If I am cherrypicking into liberty or honor there were already good reasons for that without now having to grab nonsensical bonuses like better merchants or engineers in wide oriented trees. Moving toward a 100% strategy where all choices seem uniformly useful is what it appears like rather than some choices being situationally superior and others being generally good but not as great is unappealing. That's what the problem looks like and that's why there's resistance to some changes in particular.