Something Marbozir didn't mention but could be seen is when policies went obsolete
so
Policies arranged by what they do including what they upgrade to (ie when they go obsolete)
Melee+Ranged
Agoge (m, Craftsmanship): +50% Production toward Ancient and Classical era melee and ranged units. (upgrades to Feudal Contract)
Feudal Contract (m, Feudalism): +50% Production toward Medieval and Renaissance era melee and ranged units. (upgrades to Grande Armee)
Grande Armee (m, Nationalism): +50% Production toward Industrial and Modern era melee and ranged units. (upgrades to Military First)
Military First (m, Rapid Deployment): +50% Production toward Atomic and Information era melee and ranged units.
Cavalry
Maneuver (m, Military Tradition): +100% Production toward Ancient and Classical era heavy and light cavalry units. (upgrades to Chivalry OR Lightning Warfare)
Chivalry (m, Divine Right): +100% Production toward Medieval, Renaissance and Industrial era heavy and light cavalry units. (upgrades to Lightning Warfare)
Lightning Warfare (m, Totalitarianism): +100% Production toward Modern, Atomic and Information era heavy and light cavalry units.
Naval
Maritime Industries (m, Foreign Trade): +100% Production toward Ancient and Classical era naval units. (upgrades to Press Gangs OR International Waters)
Press Gangs (m, Colonialism): +100% Production toward Renaissance and Industrial era naval units. (upgrades to International Waters)
International Waters (m, Cold War): +100% Production toward Modern, Atomic and Information era naval units, excluding carriers.
Air
Their finest hour (m, Suffrage): +50% towards modern and atomic era air units (upgrades to Strategic Air Force)
Strategic Air force (m, Globalization): +50% Production toward information era air units and all carriers
Support units
Patriotic War (m, Class Struggle): +100% Production toward modern, atomic and information era support units.
Wonders
Corvee (e, State Workforce): +15% Production toward Ancient and Classical wonders. (upgrades to Gothic Architecture OR Skyscrapers)
Gothic Architecture (e, Divine Right): +15% Production toward medieval and renaissance wonders. (upgrades to Skyscrapers)
Skyscrapers (e, Civil Engineering): +15% production for industrial and later era wonders
Unit Maintenance
Conscription (m, State Workforce): Unit maintenance reduced by 1 Gold per turn, per unit. (upgrades to Levee en Masse)
Levee en Masse (m, Mobilization): unit maintenance -2 gold per unit per turn
Military Space Race
Military Research (m, Urbanization): Seaports and Military Academies get +1 science (upgrades to Integrated Space Cell)
Integrated Space Cell (m, Space Race): +15% production towards space race projects if a city has either a Military Academy or a Seaport
Claiming land
Colonization (e, Early Empire): +50% Production toward Settlers. (upgrades to Expropriation)
Land Surveyors (e, Early Empire): Reduces the cost of purchasing a plot by 20% (upgrades to Expropriation)
Expropriation (e, Scorched Earth): settler costs reduced by 50%, plot purchase costs reduced by 20%
Trade Routes
Caravansaries (e, Foreign Trade): +2 Gold from all Trade Routes. (upgrades to Triangular Trade)
Triangular Trade (e, Mercantilism): +4 gold and +1 faith from all Trade Routes (**replaced** by Ecommerce)
Ecommerce (e, Globalization): +5 production and +10 gold from all International trade routes
Trade confederation (e, Mercenaries): +1 culture and +1 science from International trade routes (upgrades to Market Economy)
Market Economy (e, Capitalism): International trade routes +1 gold per luxury and strategic resource improved at the destination, as well as +2 culture and +2 science
Collectivization (e, Class Struggle): +4 food from domestic trade routes
Arsenal of democracy (d, Suffrage): trade routes to an allies cities grant +2 food and +2 production for both
Builders
Ilkum (e, Craftsmanship): +30% Production toward Builders. (upgrades to Serfdom)
Serfdom (e, Feudalism): newly built builders get +2 extra build actions (upgrades to Public Works)
Public works (e, Civil Engineering): +30% production towards builders; newly built builders get +2 extra build actions
Faith
God King (e, Code of Laws): +1 Faith and +1 Gold in the Capital. (**replaced** by Scripture)
Scripture (e, Theology): +100% holy site adjacency bonus
Simultaneum (e, Reformed Church): faith from holy site buildings doubled
Other District Boosts
Natural Philosophy (e, Recorded History): +100% campus adjacency bonus (upgrades to Five Year Plan)
Craftsmen (e, Guilds): +100% industrial zone adjacency bonus (upgrades to Five Year Plan)
Five-Year-Plan (e, Class Struggle): +100% campus and industrial zone adjacency bonus
Naval infrastructure (e, Naval Tradition): +100% harbor adjacency bonus (upgrades to Economic Union)
Town charters (e, Guilds): +100% commercial hub adjacency bonus (upgrades to Economic Union)
Economic Union (e, Suffrage): +100% commercial hub and harbor adjacency bonus
Aesthetics (e, Medieval Faires): +100% theatre square adjacency bonus (upgrades to Sports Media)
Grand Opera (e, Opera and Ballet): culture from theatre square buildings doubled (**replaced** by Sports Media)
Sports Media (e, Professional Sports): +100% theatre square adjacency bonus, and stadiums generate +1 Amenity
Rationalism (e, Enlightenment): science from campus buildings doubled
Free market (e, Enlightenment): gold from commercial district buildings doubled
Veterancy (m): +30% for building encampments and encampment buildings
Great Person
Strategos (w, Military Tradition): +2 Great General points per turn. (upgrades to Military Organization)
Military Organization (w, Scorched Earth): +4 Great General points per turn.
Inspiration (w, Mysticism): +2 Great Scientist points per turn. (upgrades to Nobel Prize)
Nobel Prize (w, Nuclear Program): +4 Great Scientist points per turn.
Travelling merchants (w, Guilds): +2 Great Merchant points per turn. (upgrades to Laissez-Faire)
Laissez-Faire (w, Capitalism): +4 Great Merchant points per turn.
Revelation (w, Mysticism): +2 Great Prophet points per turn. (**eliminated** with Humanism civic)
Literary Tradition (w, Drama and Poetry): +2 Great Writer points per turn.
Navigation (w, Naval Tradition): +2 Great Admiral points per turn.
Invention (w, Humanism): +2 Great Engineer points per turn.
Frescoes (w, Humanism): +2 Great Artist points per turn.
Symphonies (w, Opera and Ballet): +4 Great Musician points per turn.
Housing and Amenities
Insulae (e, Games and Recreation): +1 Housing in all cities with at least 2 specialty districts (upgrades to Medina Quarter)
Medina Quarter (e, Medieval Faires): +2 Housing in all cities with at least 3 specialty districts (upgrades to New Deal)
Liberalism (e, Enlightenment): +1 Amenity in all cities with at least 2 specialty districts (upgrades to New Deal)
New deal (e, Suffrage): +4 Housing, +2 Amenities, -8 gold for all cities with at least 3 specialty districts
City States
Charismatic Leader (d, Political Philosophy): +2 Influence points per turn toward earning city state Envoys. (upgrades to Gunboat Diplomacy)
Gunboat Diplomacy (d, Totalitarianism): open borders with all CS, +4 Influence towards envoys
Diplomatic League (d, Political Philosphy): The first Envoy you send to each city state counts as two Envoys.
Merchant Confederation (d, Medieval Faires): +1 gold from each of your envoys at city states
RAJ (d, Colonialism): +2 science, faith, gold and culture per CS you are suzerain of
Containment (d, Cold War): each envoy you send to a CS counts as 2 if the suzerain of the CS has a different government than you
International space agency (d, Globalization): +10% science per CS you are the suzerain of
Collective Activism (d, Social Media): +10% culture per CS you are the suzerain of
Pillage
Raid (m, Military Training): pillaging improvements grants doubled yields (upgrade to Total War)
Sack (m, Mercenaries): pillaging districts has doubled yields (upgrade to Total War)
Total War (m, Scorched Earth): yields from pillaging are doubled
City Defense
Bastions (m): +6 City defense strength, +5 city ranged attack (upgrade with civil Engineering)
Limes (m): +100% towards defensive buildings (upgrade with Civil Engineering)
[both upgrade to the free defense given by the Civil Engineering Civic]
Spies
Machiavellianism (d, Diplomatic Service): +50% production towards spies; spy actions take 25% less time
Police State (d, Ideology): enemy spy levels in your lands -2, but your cities amenities are decreased by 1
Nuclear Espionage (d, Nuclear Program): spies who steal a tech boost without being detected get an extra boost
Cryptography (d, Cold War): enemy spy level reduced by 2 in your territory; your own spies have their level increased by 1 for offensive operations
War Weariness
Propaganda (m, Mass Media): -25% war weariness
Martial Law (m, Totalitarianism): -25% war weariness
Defense of the motherland (m, Class Struggle): no war weariness from wars in your territory
Tourism
Heritage Tourism (e, Cultural Heritage): +100% Tourism from Great works of art and artifacts
Satellite Broadcasts (e, Space Race): triples tourism from great works of music
Online Communities (e, Social Media): +50% tourism output to civilizations to which you have a trade route
Miscellaneous
Discipline (m, Code of Laws): +5 Combat Strength when fighting Barbarians. (Eliminated by Exploration civic)
Survey (m, Code of Laws): Double experience for recon units. (Eliminated by Exploration civic)
Urban Planning (e, Code of Laws): +1 Production in all cities. (Eliminated by Exploration civic)
Retainers (m, Civil Service): +1 Amenity for cities with a garrisoned unit (Eliminated by Mass Media)
Meritocracy (e, Civil Service): each city gets +1 culture for each specialty district it constructs
Professional Army (m, Professional Army): 50% discount on all unit upgrades
Native Conquest (m, Exploration): combat victories over units of earlier eras grant 50% of the units strength as gold
Colonial Offices (e, Exploration): +15% cities growth for cities not on your capitals continent
Wars of religion (m, Reformed Church): +4 combat strength if fighting civilizations with other religions
Religious orders (e, Reformed Church): all religious units +5 strength for religious combat
Logistics (m, Mercantilism): +1 movement if starting in friendly territory
Colonial Taxes (e, Colonialism): +25% gold in cities not on your original capitals continent
National identity (m, Nationalism): units have 50% less combat strength reduction due to injury
Public Transport (e, Urbanization): receive 50 gold per appeal of tile when replacing a farm with a neighborhood
Resource Management (e, Conservation): 1 copy of a strategic resource allows you to produce and purchase units requiring it in any city
Third Alternative (e, Totalitarianism): +4 gold for each military academy, research lab and power plant