What the heck, here's the revised policies I'd like, but am currently too lazy to try modding. Every policy branch has a specific opposing branch. Of note, Patronage an Commerce are gone. Their effects are worked into other policies; also, most CS-related policies have a secondary non-CS-related effect, so that they're useful even in games without city-states. And, each branch has 6 policies instead of 5, because I wanted Tradition to look like a pyramid.
This is just copy-pasted from a text document with a lot of tabs and spaces to line things up (because I didn't feel like opening up my diagramming tools). I'm not going to add fancy formatting, this is just to give you an idea of what goes on in my head. If I ever do get around to making this mod, I'd make proper charts for players. If someone wants to make this first, go right ahead.
While I know that policies have 5x3 coordinate space, I don't know yet if a policy's icon takes up more than 1x1 space, because no existing branches have more than 3 policies on the same depth.
Tradition vs. Assimilation
TRADITION (excess happiness added to culture)
[No requirement]
Pride (free culture building in first 4 cities)
/ \
Enthusiasm (+20% wonder production) Inheritance (-1 unhap,+1 g /2p in capital)
/ \ / \
Purpose Order (+1 production in every city) Salt of the Earth
(+1 happiness per city connected to capital) (+2 food in capital, +15% growth in all cities)
vs.
ASSIMILATION (other players' city-state influence degrades 20% faster)
[No requirement]
Wanderlust Second Home
(+1 science from trading posts) (+25% bonus when fighting in friendly territory)
| / |
Disapora (-50% consumption by specialist) Integration (-20% policy costs)
| \ |
Homecoming Reassertion
(-33% unhappiness in unoccupied cities) (+1 culture per city)
Liberty vs. Obedience
LIBERTY (faster border expansion, +3 culture from capital)
[No requirement]
Cooperation (+25% worker) Ambition (50% settler) Innovation (1 free tech)
\ / \ /
Vigilance (+100% garrison) Entrepreneurship (+1 gold per trade route)
\ /
Inalienable Rights (10 turn golden age, free great person)
vs.
OBEDIENCE (free promotion +1 movement)
[No requirement]
Slavery (+20% building rate) Loyalty (-25% unhappiness in unoccupied cities)
| |
Conscription (unit purchase -33%) Nationalization (-25% purchase cost)
| |
Police State (-50% unhappines in occupied cities) Bribery (gold gifts +50% influence)
Honor vs. Cunning
HONOR (+15% strength for adjacent unit)
[No requirement]
Militia Warrior Culture Heroism
(+25% vs./reveal barbarians) (culture from kills) (great general)
| | |
Professionalism Warrior Pride Tenacity
(double XP) (+1 happiness per garrison) (+25% when damaged)
vs.
CUNNING (free promotion: +1 sight)
[Classical Era]
Worldly Subversive
(Reveal all capitals, min CS level 10) (others CS decay 33% faster)
| / \
| Recruitment Diffusion
| (CS great people) (+33% from CS science)
| (+10% great people) (+3 science in capital)
\ / |
Efficient Meritorious
(+100% strategic resources) (-50% unhappiness from specialists)
Piety vs. Rationalism
PIETY (-20% policy cost from cities)
[Medieval Era]
Prayer Belief Zeal Service Sacrifice
(+1 production)(+2 happiness)(+25% great people)(-33% golden age cost)(-20% maintenance)
\ \ | / /
Transcendance
(Doubles golden age length, start 5 turn golden age; works out to be 10 due to other policy effect)
vs.
RATIONALISM (+15% science while happy)
[Renaissance Era]
Peer Review (+2 science/specialist)
/ \
Studious (+1 happiness/university, lab) Enlightenment (+1 science/city, 10 turn G.A.)
\ /
Scientific Revolution (3 free techs)
(Currently a diamond because I'm trying to figure out how to best make it look like a double-helix. Obviously diamond is weird - but also with only 4 policies, it gives science-focused civs a shot at switching to a culture victory.)
Freedom vs. Autocracy (Renamed Sovereignty vs. Dominion)
SOVEREIGNTY (+1 happiness/luxury)
[Renaissance Era]
Integrity (+33% city defense) Independence (+1 culture/specialist)
\ /
Constitution (double culture for Wonder)
/ | \
Suffrage Autonomy Freedom
(-33% policy cost from cities) (-33% road maintenance) (2 free policies)
vs.
DOMINION (-33% unit supply costs)
[Medieval Era]
Debtors (+20% gold in capital) Patronage (-50% CS decay)
| \ (+1 gold per 2 pop in capital)
| \ / |
Acquisition Occupation Vassalage
(-25% tile buy) (double resouces from CS) (min. influence is 25)
(+50% strategic resources) (+1 naval movement)
\ | /
Conquest (all military gain +50% for 20 turns)