Each tree is somewhat useful for most people, and mostly useful for some people. Early policies weaker than later policies. Powerful finishers balance situational policies. These are three overall goals I follow when designing policies. There might be other goals I haven't been able to figure out how to put into words yet. The first point is an important philosophy for policies in the Vanilla Enhanced Mod. I've listed some examples below of how the philosophy was applied. Liberty Extra production, policies, and happiness are somewhat useful for most people. The tree as a whole is most useful for early rapid expansion. Tradition The left side of the tree is useful for just about anyone, providing bonuses to culture, gold, food, and border expansion. The right side of the tree is most useful for tall empires with few cities and lots of wonders. Honor Going down the central path to Professional Army provides valuable income, even in a peaceful game when defending against attackers. Science victories can also easier after some conquest. The tree is most useful for conquest victories. Piety The two early happiness policies are useful for anyone, while later policies in the tree are specialized towards culture victories. Commerce Many people invest in two policies of this tree to get a Great Merchant. Extra worker speed is also useful for any strategy. The tree is most useful for highly coastal empires, since water provides a lot of gold. Commerce is also valuable for conquest and diplomatic games games (since those rely heavily on gold). Patronage Investing in Aesthetics is useful for anyone with a quick boost with all known citystates. Deeper investment in the tree is most useful for a player allying with numerous citystates. Enlightenment Extra gold and happiness on science buildings are valuable for any strategy. Further investment is most useful for players running out of things to construct in cities, or when pursuing a science victory. Freedom Early policies in the tree improve citystates, defense of friendly territory, and golden ages, all of which are useful for a variety of strategies. Later policies in Freedom primarily benefit societies focusing on specialists. Autocracy Unit experience and lower maintenance costs are useful even in peaceful games, for defense forces. Deeper policies primarily benefit Conquest games. Order Happiness form the opener is useful for anyone short on happiness in the late game. The various production bonuses are useful for any game - tall, wide, or conquest. The opener and finisher favor wide empires.