OK, here I go again.
I spent some time today and yesterday thinking about the tech tree, and I came up with this tree. This is basically a compilation of original one plus orlanth's ideas plus my ideas.
Firstly, I don't think that there should be "oral history" or "ceremonies", sorry, but we're speaking of modern people after a great cataclysm, not of savages who just left their caves. A majority of survivors should remember old songs, lyrics and know how to repair a car or to clean a pistol.
The main goal of the post-apocalyptic research should be 1) a desire to obtain resources as fast as possible to start living with the technology again, as we're used to; 2) to gain simplier ways of making good ol'things; 3) to learn how to be effective in groups.
The first two goals are achieved easier than from a scratch because of all that junk and old tech around, also I'm quite sure people should learn chemistry as far as possible to provide medicines and materials for fuel/weapons; the third goal is quite natural and should go not much better (but faster) than in ancient world - while people know words "democracy" and "theocracy" they are just workers/musicians/engineers and are
in masse far from political system which controlled their lives before, thus they should learn again via blood and trials how to deal with crowds.
And Salvaging (in my opinion) should be a "universal" tech which won't require something very special and shouldn't be essential but should bear nice bonuses which would help to research other areas.
Here's the tech tree:
If 2 blue arrows lead to 1 tech: "or"; if 2 red arrows lead to 1 tech: "both are required".
It's not full and some parts like salvaging are not here while I still don't remove them from the full list, it's just the main scheme.
Also I have a bit revised vision of civics: the nations should start with "tribalism" government civic since they are groups of survivors here and there, and "despotism" should be granted by Totalitarism while "feudalism" civic should be granted by diplomacy in this scheme (people should learn how to interact and conduct meetings with each other to make an effective feudalistic government to be viable as one nation).
Provided by the techs (not all are here) government civics.
Police state and Cosa Nostra
*1 go to social control, I have other ideas too and I can share them here or in a modmod just for you to make it more visual; since you said you don't have enough time now to make everything it would be helpful too due to the copy-pasting ability which makes future things easier: if you'll like something you shouldn't make it from scratch, just copy something from the existing strings.
*1Mafia and Cosa Nostra can be renamed to "Secret Societies" for more extensive use. This will require a "social" civics line.
I'd like to have Cultism too, we can use a shrouded model and call it "cultist", he'll spread vision, have 'medic I' and should be a descent combat unit, so you won't rush to arms as fast as possible but some ideological civs could try to get cultists first, they'll be a bit weaker but have more use.
If you like it I will try to make a modmod with the tweaked techtree. Also I have other techs which grant different already discussed and suggested buildings like casinos and jails/labor camps etc. which fit the theme.
Just tell me.