Hey folks,
No idea if someone already did this, but I took the latest civi tree and tried to write down all the policies that exist so far.
What do you like best in what era ?
Hope it is useful for the one or other:
Ancient Policies:
Agoge (m): +50% Production toward Ancient and Classical era melee and ranged units.
Discipline (m): +5 Combat Strength when fighting Barbarians.
Corvee (e): +15% Production toward Ancient and Classical wonders.
Strategos (w): +2 Great General points per turn.
Conscription (m): Unit maintenance reduced by 1 Gold per turn, per unit.
Maneuver (m): +100% Production toward Ancient and Classical era heavy and light cavalry units.
Maritime Industries (m): +100% Procution toward Ancient and Classical era naval units.
Survey (m): Double experience for recon units.
Colonization (e): +50% Production toward Settlers.
Land Surveyors (e): Reduces the cost of purchasing a plot by 20%
Caravansaries (e): +2 Gold from all Trade Routes.
Ilkum (e): +30% Production toward Builders.
Urban Planning (e): +1 Production in all cities.
God King (e): +1 Faith and +1 Gold in the Capital.
Inspiration (w): +2 Great Scientist points per turn.
Revelation (w): +2 Great Prophet points per turn.
Classical Policies:
Insulae (e): +1 Housing in all cities with at least 2 specialty districts
Diplomatic League (d): The first Envoy you send to each city state counts as two Envoys.
Charismatic Leader (d): +2 Influence points per turn toward earning city state Envoys.
Literary Tradition (w): +2 Great Writer points per turn.
Raid (m): pillaging improvements grants doubled yields
Veterancy (m): +30% for building encampments and encampment buildings
Bastions (m): +6 City defense strength, +5 city ranged attack
Limes (m): +100% towards defensive buildings
Natural Philosophy (e): +100% campus adjacency bonus
Scripture (e): +100% holy site adjacency bonus
Medieval Policies:
Naval infrastructure (e): +100% harbour adjacency bonus
Navigation (w): +2 Great Admiral points per turn.
Feudal Contract (m): +50% Production toward Medieval and Renaissance era melee and ranged units.
Serfdom (e): newly built builders get +2 extra build actions
Retainers (m): +1 Amenity for cities with a garrisoned unit
Meritocracy (e): each city gets +1 culture for each specialty district it constructs
Sack (m): pillaging districts has doubled yields
Professional Army (m): 50% discount on all unit upgrades
Trade confederation (e): +1 culture and +1 science from international trade routes
Merchant Confederation (d): +1 gold from each of your envoys at city states
Aesthetics (e): +100% theatre square adjacency bonus
Medina Quarter (e): +2 Housing in all cities with at least 3 specialty districts
Craftsmen (e): +100% industrial zone adjacency bonus
Town charters (e): +100% commercial hub adjacency bonus
Travelling merchants (w): +2 Great Merchant points per turn.
Chivalry (m): +100% Production toward medival, renaissance and industrial era heavy and light cavalry units.
Gothic Architecture (e): +15% Production toward medieval and renaissance wonders.
Renaissance Policies:
Native Conquest (m): combat victories over units of earlier eras grant 50% of the units strength as gold
Colonial Offices (e): +15% cities growth for cities not on your capitals continent
Invention (w): +2 Great Engineer points per turn.
Frescoes (w): +2 Great Artist points per turn.
Machiavellianism (d): +50% production towards spies; spy actions take 25% less time
Wars of religion (m): +4 combat strength if fighting civilizations with other religions
Religious orders (e): all religious units +5 strength for religious combat
Simultaneum (e): faith from holy site buildings doubled
Logistics (m): +1 movement if starting in freindly territory
Triangular Trade (e): +4 gold and +1 faith from all trade routes
Rationalism (e): science from campus buildings doubled
Free market (e): gold from commercial district buildings doubled
Liberalism (e): +1 Amenity in all cities with at least 2 specialty districts
Industrial Policies:
Press Gangs (m): +100% Production toward renaissance and industrial era naval units.
Colonial Taxes (e): +25% gold in cities not on your original capitals continent
RAJ (d): +2 science, faith, gold and culture per CS you are suzerain of
Public works (e): +30% prodction towards builders; newly built builders get +2 extra build actions
Skyscrapters (e): +15% production for industrial and later era wonders
Grande Armee (m): +50% Production toward industrial and modern era melee and ranged units.
National identity (m): units have 50% less combat strength reduction due to injury
Grand Opera (): culture from theatre suqare buildings doubled
Symphonies (w): +2 Great Musician points per turn.
Public Transport (e): receive 50 gold per appeal of tile when replacing a farm with a neighborhood
Military Research (m): seaports and Military Academies get +1 science
Total War (m): yields from pillaging are doubled
Expropriation (e): settler costs reduced by 50%, plot purchase costs reduced by 20%
Military Organization (w): +4 Great General points per turn.
Modern Policies:
Resource Management (e): 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city
Propaganda (m): -25% war weariness
Levee en Masse (m): unit maintainance -2 gold per unit per turn
Laissez-Faire (w): +4 Great Merchant points per turn.
Market Economy (e): trade routes +1 gold per luxury and strategic resource improved at the destination, as well as +2 culture and +2 science
Police State (d): enemy spy levels in your lands -2, but your cities amenities are decreased by 1
Nobel Prize (w): +4 Great Scientist points per turn.
Nuclear Espionage (d): spies who steal a tech boost without being detected get an extra boost
Economic Union (e): +100% commercial hub and harbour adjacency bonus
Their finest hour (m): +50% towards modern and atomic era air units
Arsenal of democracy (d): trade routes to an allies cities grant +2 food and +2 production for both
New deal (e): +4 Housing, +2 Amenities, -8 gold for all cities with at least 3 specialty districts
Lightning Warfare (m): +100% Production toward modern, atomic and information era heavy and light cavalry units.
Third Alternative (e): +4 gold for each military academy, research lab and power plant
Martial Law (m): -25% war weariness
Gunboat Diplomacy (d): open boaders with all CS, +4 Influence towards envoys
Five-Year-Plan (e): +100% campus and industrial zone adjacency bonus
Collectivization (e): +4 food from domestic trade routes
Lightning Warfare (m): +100% Production toward modern, atomic and information era support units.
Defense of the motherland (m): no war weariness from wars in your territory
Atomic Policies:
Heritage Tourism (e): +100% Tourism from Great works of art and artifacts
Cryptography (d): enemy spy level reduced by 2 in your territory; your own spies have their level increased by 1 for offensive operations
International Waters (m): +100% Production toward modern, atomic and information era naval units, excluding carriers.
Containment (d): each envoy you send to a CS counts as 2 if the suzerain of the CS has a different government than you
Sports Media (e): +100% theatre square adjacency bonus, and stadiums generate +1 Amenity
Military First (m): +50% Production toward atomic and information era melee and ranged units.
Satellite Broadcasts (e): triples tourism from great works of music
Integrated Space Cell (m): +15% production towards space race projects if a city has either a military academy or a seaport
Information Policies:
Strategic Air force (m): +50% Production toward information era air units and all carriers
Ecommerce (e): +5 production and +10 gold from all international trade routes
International space agency (d): +10% science per CS you are the suzerain of
Online Communities (e): +50% tourism output to civilizations to which you have a trade route
Collective Activism (d): +10% culture per CS you are the suzerain of
No idea if someone already did this, but I took the latest civi tree and tried to write down all the policies that exist so far.
What do you like best in what era ?

Hope it is useful for the one or other:
Ancient Policies:
Agoge (m): +50% Production toward Ancient and Classical era melee and ranged units.
Discipline (m): +5 Combat Strength when fighting Barbarians.
Corvee (e): +15% Production toward Ancient and Classical wonders.
Strategos (w): +2 Great General points per turn.
Conscription (m): Unit maintenance reduced by 1 Gold per turn, per unit.
Maneuver (m): +100% Production toward Ancient and Classical era heavy and light cavalry units.
Maritime Industries (m): +100% Procution toward Ancient and Classical era naval units.
Survey (m): Double experience for recon units.
Colonization (e): +50% Production toward Settlers.
Land Surveyors (e): Reduces the cost of purchasing a plot by 20%
Caravansaries (e): +2 Gold from all Trade Routes.
Ilkum (e): +30% Production toward Builders.
Urban Planning (e): +1 Production in all cities.
God King (e): +1 Faith and +1 Gold in the Capital.
Inspiration (w): +2 Great Scientist points per turn.
Revelation (w): +2 Great Prophet points per turn.
Classical Policies:
Insulae (e): +1 Housing in all cities with at least 2 specialty districts
Diplomatic League (d): The first Envoy you send to each city state counts as two Envoys.
Charismatic Leader (d): +2 Influence points per turn toward earning city state Envoys.
Literary Tradition (w): +2 Great Writer points per turn.
Raid (m): pillaging improvements grants doubled yields
Veterancy (m): +30% for building encampments and encampment buildings
Bastions (m): +6 City defense strength, +5 city ranged attack
Limes (m): +100% towards defensive buildings
Natural Philosophy (e): +100% campus adjacency bonus
Scripture (e): +100% holy site adjacency bonus
Medieval Policies:
Naval infrastructure (e): +100% harbour adjacency bonus
Navigation (w): +2 Great Admiral points per turn.
Feudal Contract (m): +50% Production toward Medieval and Renaissance era melee and ranged units.
Serfdom (e): newly built builders get +2 extra build actions
Retainers (m): +1 Amenity for cities with a garrisoned unit
Meritocracy (e): each city gets +1 culture for each specialty district it constructs
Sack (m): pillaging districts has doubled yields
Professional Army (m): 50% discount on all unit upgrades
Trade confederation (e): +1 culture and +1 science from international trade routes
Merchant Confederation (d): +1 gold from each of your envoys at city states
Aesthetics (e): +100% theatre square adjacency bonus
Medina Quarter (e): +2 Housing in all cities with at least 3 specialty districts
Craftsmen (e): +100% industrial zone adjacency bonus
Town charters (e): +100% commercial hub adjacency bonus
Travelling merchants (w): +2 Great Merchant points per turn.
Chivalry (m): +100% Production toward medival, renaissance and industrial era heavy and light cavalry units.
Gothic Architecture (e): +15% Production toward medieval and renaissance wonders.
Renaissance Policies:
Native Conquest (m): combat victories over units of earlier eras grant 50% of the units strength as gold
Colonial Offices (e): +15% cities growth for cities not on your capitals continent
Invention (w): +2 Great Engineer points per turn.
Frescoes (w): +2 Great Artist points per turn.
Machiavellianism (d): +50% production towards spies; spy actions take 25% less time
Wars of religion (m): +4 combat strength if fighting civilizations with other religions
Religious orders (e): all religious units +5 strength for religious combat
Simultaneum (e): faith from holy site buildings doubled
Logistics (m): +1 movement if starting in freindly territory
Triangular Trade (e): +4 gold and +1 faith from all trade routes
Rationalism (e): science from campus buildings doubled
Free market (e): gold from commercial district buildings doubled
Liberalism (e): +1 Amenity in all cities with at least 2 specialty districts
Industrial Policies:
Press Gangs (m): +100% Production toward renaissance and industrial era naval units.
Colonial Taxes (e): +25% gold in cities not on your original capitals continent
RAJ (d): +2 science, faith, gold and culture per CS you are suzerain of
Public works (e): +30% prodction towards builders; newly built builders get +2 extra build actions
Skyscrapters (e): +15% production for industrial and later era wonders
Grande Armee (m): +50% Production toward industrial and modern era melee and ranged units.
National identity (m): units have 50% less combat strength reduction due to injury
Grand Opera (): culture from theatre suqare buildings doubled
Symphonies (w): +2 Great Musician points per turn.
Public Transport (e): receive 50 gold per appeal of tile when replacing a farm with a neighborhood
Military Research (m): seaports and Military Academies get +1 science
Total War (m): yields from pillaging are doubled
Expropriation (e): settler costs reduced by 50%, plot purchase costs reduced by 20%
Military Organization (w): +4 Great General points per turn.
Modern Policies:
Resource Management (e): 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city
Propaganda (m): -25% war weariness
Levee en Masse (m): unit maintainance -2 gold per unit per turn
Laissez-Faire (w): +4 Great Merchant points per turn.
Market Economy (e): trade routes +1 gold per luxury and strategic resource improved at the destination, as well as +2 culture and +2 science
Police State (d): enemy spy levels in your lands -2, but your cities amenities are decreased by 1
Nobel Prize (w): +4 Great Scientist points per turn.
Nuclear Espionage (d): spies who steal a tech boost without being detected get an extra boost
Economic Union (e): +100% commercial hub and harbour adjacency bonus
Their finest hour (m): +50% towards modern and atomic era air units
Arsenal of democracy (d): trade routes to an allies cities grant +2 food and +2 production for both
New deal (e): +4 Housing, +2 Amenities, -8 gold for all cities with at least 3 specialty districts
Lightning Warfare (m): +100% Production toward modern, atomic and information era heavy and light cavalry units.
Third Alternative (e): +4 gold for each military academy, research lab and power plant
Martial Law (m): -25% war weariness
Gunboat Diplomacy (d): open boaders with all CS, +4 Influence towards envoys
Five-Year-Plan (e): +100% campus and industrial zone adjacency bonus
Collectivization (e): +4 food from domestic trade routes
Lightning Warfare (m): +100% Production toward modern, atomic and information era support units.
Defense of the motherland (m): no war weariness from wars in your territory
Atomic Policies:
Heritage Tourism (e): +100% Tourism from Great works of art and artifacts
Cryptography (d): enemy spy level reduced by 2 in your territory; your own spies have their level increased by 1 for offensive operations
International Waters (m): +100% Production toward modern, atomic and information era naval units, excluding carriers.
Containment (d): each envoy you send to a CS counts as 2 if the suzerain of the CS has a different government than you
Sports Media (e): +100% theatre square adjacency bonus, and stadiums generate +1 Amenity
Military First (m): +50% Production toward atomic and information era melee and ranged units.
Satellite Broadcasts (e): triples tourism from great works of music
Integrated Space Cell (m): +15% production towards space race projects if a city has either a military academy or a seaport
Information Policies:
Strategic Air force (m): +50% Production toward information era air units and all carriers
Ecommerce (e): +5 production and +10 gold from all international trade routes
International space agency (d): +10% science per CS you are the suzerain of
Online Communities (e): +50% tourism output to civilizations to which you have a trade route
Collective Activism (d): +10% culture per CS you are the suzerain of