Thread title! I'm learning to mod and changing around some social policies seems like a good place to get some experience, and I was wondering what policies and tenets the community hates. The more detailed version of the question is this: Which social policies would you skip every time if you didn't need to take them to finish out their policy tree? Which tenets do you never take? I'm not talking about "which ones do you think are a little underpowered." I'm asking which ones you would literally or almost literally never spend the points on if you didn't have to; the ones that are so bad that they might as well not even be in the game. I'll contribute my thoughts too, of course! These are the things I'd NEVER take: Policies Religious Tolerance- So you're rewarding me for FAILING to make my religion totally dominant? You'd think if I'm in Piety I should want other religions to NOT be in my territory. Consulates- Typically if I'm playing a city-state game I'm going to want to keep most CS influences to be significantly higher than the resting point. The only time I can think of that I'd take this is if I were stacking "minimum influence" bonuses so I'm always friends with every CS. Fine Arts- I play on Immortal so I'm usually struggling to keep my happiness balance positive. Spending a social policy on what will generally amount to +4/turn is almost never attractive. Artistic Genius- Really? That's all I get? Navigation School- The GAdm movement is really the only major benefit here. It's rare that I want a whole lot of GAdms, although I suspect I'd like this policy a lot if the naval combat AI were significantly better (or if I played a lot of MP), since instantly healing a bunch of wounded units would be pretty good...if I were ever sitting on a bunch of wounded boats. Sovereignty- You'd think a bonus that only gave you gold would be in the commerce tree. This feels out of place and it doesn't really kick in until fairly late in the game; it's basically just reducing the maintenance of your science buildings slightly. Freedom Tenets Covert Action- The benefit itself is mildly useful, but it's so weak compared to the other tier 1 tenets in Freedom that I can't imagine myself ever picking it over one of the others. Order Tenets Double Agents- It's pretty rare that I'm using my spies to protect my cities in the late game (I play on Immortal). Even if I was, I'd imagine that building a Constabulary, a Police Station, and the standard odds of catching spies would be enough. Maybe if I were WAY ahead on tech, but then I've probably already won the game anyway. Resettlement- Let's see...I could waste an entire social policy on making my settlers very slightly better in the extreme lategame when settlers are almost useless to begin with...or I could just send a worker with them to build some farms and they'll hit pop 3 in no time anyway. Autocracy Tenets All of these seem useful at least in certain corner cases. I'm looking forward to seeing everyone else's opinions! Including the ones that tell me I'm wrong!