I agree with your points. My emphasis on Tradition = Capital and Liberty = Empire is the issue of flexibility. Tradition is a guaranteed policy tree, as your capital is a guaranteed city. Having Tradition be Capital-exclusive makes thematic sense, and also helps us separate Liberty from Tradition more cleanly. In most games, having more than 4 cities in the first 250 turns is rare this means that the bonus from 4+ cities for Liberty is highly tied to the amount of expansion room you have around you - the risk isn't always worth the reward, whereas Tradition is a sure-bet. Making liberty the '4 city empire' policy branch means that a player is almost always guaranteed to get that bonus, though their success is still dependent on how quickly they expand and grab the best city spots. So more risk, but less than in the vanilla version.
For Piety and Honor, I think both policies need static bonuses that are present regardless of situational changes. If Honor is solely about conquest, it becomes a situational policy branch that is far too risky to take as a first branch. Same for Piety regarding religion.
In short, early branches should focus on passive bonuses and fairly-certain gameplay outcomes (4 cities, capital, need for army, etc.), whereas later branches (Patronage and the rest) should be more about active bonuses, and less about passive ones.
My logic comes from years of playing RPGs it is always a good idea to build your passive bonuses first, and then go for skills and talents. The same should apply to the policy structure of Civ. The more truly-and-independently viable starting branches there are, the better.
G
For Piety and Honor, I think both policies need static bonuses that are present regardless of situational changes. If Honor is solely about conquest, it becomes a situational policy branch that is far too risky to take as a first branch. Same for Piety regarding religion.
In short, early branches should focus on passive bonuses and fairly-certain gameplay outcomes (4 cities, capital, need for army, etc.), whereas later branches (Patronage and the rest) should be more about active bonuses, and less about passive ones.
My logic comes from years of playing RPGs it is always a good idea to build your passive bonuses first, and then go for skills and talents. The same should apply to the policy structure of Civ. The more truly-and-independently viable starting branches there are, the better.
G