>>1891822
I may as well give a quick rundown of social policy trees in Civ 5:
Tradition: Pretty much the strongest tree. Even for wide empires, the gold and happiness from Tradition are massive along with the ability to faith purchase great engineers. In the early game, the free monuments are huge because you can skip building any and get 2 scouts to start finding ruins and shit instead. It's the standard opening tree in virtually all multiplayer games. If you have big civ/religion sources of culture, it's possible to do Tradition opener into Liberty into finishing Tradition, but you'll need to build monuments and likely aqueducts (you can skip building them if you're happiness capped...) this way, so much of Tradition is wasted.
Liberty: If you aren't doing Tradition, you're doing Liberty. Liberty has a good production boost (but the free buildings of Tradition are not to be underestimated) and can get extra cities up faster (ie. more turns to grow and build). Production adds up and the worker speed improvement is low-key strong. But, the free Golden Age is no longer free in BNW (it now pushes back your GA happiness cost, when you would've gotten from happiness anyway) and the happiness gained is needed but not enough (Tradition gives more). The finisher is underwhelming because it pushes back your Great Person counter and if you pick Great Prophet it pushes back the Engineer/Merchant/Scientist counters anyway. Still decent for wide empires and especially powerful for warmongering where the speed of production and early cities will make a difference. If you are tall, Liberty is still workable, esp. if you pop a Great Prophet for a religion while skipping all faith buildings, but you may need to turn that early game lead into a wonder to keep up with Tradition.
Honor: This is the obligatory warmongering tree designed by game designers who detest warmongering. Most of Honor is fucking trash but there is 1 critically important SP in Honor for wars: Warrior Code. It gives you a Great General and +50% GG generation. That's it. Wars are often won and lost by the amount of great generals, so this SP is huge for wars. Opener is also sometimes used when you have barbs crawling up your ass so you can have a decent earlygame and it's needed for Warrior Code anyway. The rest is middling to trash.
Piety: Surprisingly fucking strong since G&K. Better on wide empires but with enough faith generation and great prophet tiles tall works too. Reformation beliefs are game-changing power-houses and more faith generation lets you buy more great persons or whatever you got with your reformation belief. Jesuit Education, To the Glory of God, and Religious Fervor (now that a patch no longer causes faith costs to scale out of control) are all game-changers. Sacred Sites is too, but only for culture victories if you have at least 2 (3 if Byzantine) faith-purchased buildings. You can fill out Piety if you want, especially if your civ or religion gives you lots of culture and faith.
Patronage: Fucking trash for the most part, but the opener and Philanthropy are decent (but not necessary) for allying up with city states. You
could combine the Consulates social policy with the Papal Primacy founder belief for a resting state that makes you always friendly with citystates following your religion but otherwise both the social policy and the founder belief are worthless. The rest is absolute cancer, except the finisher maybe, which you mostly do to give everyone else cancer with their citystate alliances (you don't get many useful Great Persons, but if you're playing as Sweden you can donate trash GPs to citystates for easy alliances). The opener is worth grabbing just to build the Forbidden Palace wonder btw, as the happiness bonus is
massive (and the delegates are good too).
Aesthetics: Fucking trash. Only get it if you are going for Culture Victory or playing as Persia and want all the golden ages (but Piety with To the Glory of God - or Sacred Sites for CV - works too).
Commerce: Low-key good, including for wide. If you get Big Ben and Mercantilism and Order's Skyscrapers or Autocracy's Mobilization, money will do absolutely ridiculous things for you. Mostly you want Mercantilism and opener for Big Ben. Mercenary Army's Landsknechts are also good because they upgrade into 4 movement Lancers and can pillage without consuming movement, allowing them to rape another player's tiles and run off while healing and giving you money. You don't even know how devastating that shit is until you've raped a player out of his luxes and academy tiles with a bunch of pillagers, not even doing full war, just harassing a player into the ground. Entrepreneurship is okay once you can faith purchase Great Merchants with the finisher, but you usually want to max GSs, maybe get GEs, instead of getting any GMs with your precious GP points (they're the red-headed stepchildren of the GS/GE/GM trio that share cost scaling for some reason). Protectionism does fairly big (usually 20+) numbers for global empire happiness, especially if you go domination-heavy (more luxes from conquest) or are playing as Indonesia which gets 6 free unique luxes (so another +12 from Protectionism). But luxury bans from world congress can fuck it up.
Exploration: Maritime Infrastructure is great if most of your empire are coastal cities. Opener is good if you have a navy. Naval tradition is good if you have 5+ coastal and are building all of those buildings (which you should anyway). The rest are weak to trash, but if you have enough territory you might be able to pop cultural renaissances from the Hidden Antiquity Sites from the finisher to make up for the culture you wasted on that trash. Not really worth it though.
Rationalism: OVERPOWERED. If you are not maxing rat you are retarded. Get everything. Always. The only acceptable delays are powerhouse ideological tenets that are up for grabs (especially if you have early adopter bonus) and maybe finishers.
Ideology: Practically exists to shit on social policies and funnel you down this path, but if the good tenets have been taken it's ass. If you don't have high culture (wide empires do much better) or tourism and you're contemplating an unpopular ideology, the ideological pressure from all the civs following another ideology can rape your happiness and make it better to skip having any ideology (or you can take a popular ideology to try to pressure rape a civ with happiness penalties from tourism).
Freedom is ridiculously strong for the Statue of Liberty wonder, Civil Society, and Universal Suffrage mainly.
Order's wonder is the worst of the lot (but still worth taking for a free SP) and is strongest for Skyscrapers and Workers' Faculties tenets but it has lots of good tenets. Best for wide empires but still good for tall.
Autocracy is great for Prora wonder (which makes up for ideological pressure) and warmongering, plus the Futurism L1 tenet is very strong for culture victory if you delayed normal generation and/or can faith purchase these great people (To the Glory of God reformation or Aesthetics finisher), and other than warmongering or culture victory you can just get a ton of happiness with shit like Fortified Borders and Militarism (and Prora) (but ideological pressure will also cost you happiness) and use Gunboat Diplomacy to take over all the citystates.