Level 1
4 - Hero of the People: +25% Great Person generation. Order may work fewer specialists than Freedom, but realistically they still work a similar amount of Scientists, Engineers, and Culture Guilds. Good effect.
5 - Socialist Realism: +2 Local Happiness from each Monument. Build Monuments in half the usual time. Goodbye, any problems my wide empire was having with Happiness.
3 - Skyscrapers: Gold cost of purchasing buildings reduced by 33%. Nice bonus, only really helps me bring late cities online quicker though.
1 - Patriotic War: +15% attack bonus when fighting in friendly territory. I don't want to be getting any use out of this tenet. Also, this game has enough defender's advantage that I don't need this tenet. Spared a zero for not being absolutely worthless, but I'm no fan.
2 - Double Agents: Spies have double the chance to capture an enemy spy attempting to steal a technology. Can help cement a lead, but honestly: spies work really damn slow. I'm not afraid of them stealing techs: I hate having them coup city-states and such far more.
4 - Young Pioneers: +1 Local Happiness per Workshop, Factory and Solar/Nuclear/Hydro Plant. Very nice Happiness tenet.
0 - Universal Healthcare: +1 Local Happiness from each National Wonder. Very weak for Wide Order. I have maybe 3-4 National Wonders in my empire if I'm Wide: why burn a tenet for 2 Zoos? Big fat zero here.
Level 2
5 - Academy of Sciences: +1 Local Happiness per University, Observatory, Public School and Research Lab. You will build all these buildings where possible. You will receive Happiness. While I think this effect belongs in Rationalism, it's still very nice.
2 - Party Leadership: +1 Culture, Food, Gold, Production and Science per City. See Resettlement
2 - Resettlement: New Cities start with an extra 3 Population. I've played with both this and Party Leadership combined for a late-game expansion strategy. There was a lot of war and razing, and all those free resources plus free citizens helped me re-settle devastated areas. Combined, they're of some use in a tough situation. Internal trade routes were not a great option as I didn't want to commit that many routes. Also fun with Five-Year plan and Liberty, as cities start with a bunch of free production.
3 - Cultural Revolution: +34% Tourism to other Order Civilizations. Meh. It's useful, but only because of the AI's fetish for Order. Frankly, it's the civs with different ideologies who you need help with, not your fellow proletariat.
5 - Worker's Faculties: +25% Science output from Cities with a Factory. Build Factories in half the usual time. The single strongest tenet in the game. This is ridiculously good any way you look at it.
5 - Five-Year Plan: +2 Production per City. +1 Production per Mine and Quarry. I love this tenet. SO much production!
Level 3
3 - Dictatorship of the Proletariat: +34% Tourism to Civilizations with less Happiness. Quite strong, if you can get a culture lead anyways. Double whammy when you're crippling rivals with ideology unhappiness, AND getting more tourism to them. Worthless if you're not the leader though.
2 - Iron Curtain: Free Courthouse when capturing a City. +50% Food or Production from domestic trade routes. Yay? It's okay, but not as murderously strong as, say, Clausewitz's Legacy or any real combat boost. The Production boosts in level 2 are better for combat than this.
4 - Spaceflight Pioneers: May finish Spaceship Parts with Great Engineers. A Great Engineer and a Great Scientist appear near the Capital. Winner by default? A free scientist and engineer are really nice for other uses, and this might tip a space race your way. I'd rather grab more T2 tenets though than this first.