Diplomatic Policies Elimination Thread

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Charismatic Leader = 28
Diplomatic League = 18
Merchant Confederation = 28+1=29 - Mechant Confederation can into leading.
Machiavellianism = 23
Arsenal of Democracy = 11
Gunboat Diplomacy = 25
Cryptography = 23
Containment = 19
International Space Agency = 15-3=12 - I like science, but this is kinda useless. Comes in late game, so it won't be a very powerful card. Especially when you have only 1-3 suzerained city-states.
 
Charismatic Leader = 29 (28+1) well, time to help this one. it's nice to use most of the game.
Diplomatic League = 18
Merchant Confederation 29
Machiavellianism = 23
Arsenal of Democracy = 11
Gunboat Diplomacy = 25
Cryptography = 23
Containment = 19
International Space Agency = 12-3=9 - This is probably the least useful still remaining. I don't need more future tech notifications.
 
Charismatic Leader 29
Diplomatic League 18
Merchant Confederation 29
Machiavellianism 23
Arsenal of Democracy 11
Gunboat Diplomacy 25
Cryptography 23
Containment 16 (19 - 3) Never used this, you can't actually flip suzerainty with it so all it does is give you a few extra CS bonuses at most, just not that strong.
International Space Agency 10 (9 + 1) Yes it comes very late in the game and is only useful for a very short period but during that time it can be crucial, a 30-40% science boost on the last couple techs could in theory make the difference between winning or losing but more realistically can shave 5-10 turns of sitting around waiting for projects at the end of your game. Much better than Arsenal of Democracy atleast.
 
Charismatic Leader 30 (29+1) I don't think I ever remove this policy from its slot.
Diplomatic League 18
Merchant Confederation 29
Machiavellianism 23
Arsenal of Democracy 8 (11-3) Too late and situational to be useful.
Gunboat Diplomacy 25
Cryptography 23
Containment 16
International Space Agency 10
 
Charismatic Leader 30
Diplomatic League 18
Merchant Confederation (29+1)=30 More gold from Envoys? I'll take it!
Machiavellianism 23
Arsenal of Democracy 8
Gunboat Diplomacy 25
Cryptography 23
Containment 16
International Space Agency (10-3)=7 City States change suzerains all the time, so it's not too useful.
 
Charismatic Leader = 30
Diplomatic League = 18
Merchant Confederation = 31 = (30+1) Once I unlock this, it stays in.
Machiavellianism = 23
Arsenal of Democracy = 5 = 8-3 I never use this. Most of my trade routes are Internal, and most games I'll have zero or one ally.
Gunboat Diplomacy = 25
Cryptography = 23
Containment = 16
International Space Agency =7
 
Charismatic Leader = 30
Diplomatic League = 18
Merchant Confederation = 31+1=32 - Is best policy.
Machiavellianism = 23
Arsenal of Democracy = 5
Gunboat Diplomacy = 25
Cryptography = 23
Containment = 16
International Space Agency =7-3=4 - Too situational to be really efficient.
 
Charismatic Leader = 30 + 1 = 31 Keep this one all game, until second slot or wild card when add merchant confed
Diplomatic League = 18
Merchant Confederation = 32.
Machiavellianism = 23
Arsenal of Democracy = 5
Gunboat Diplomacy = 25
Cryptography = 23
Containment = 16 - 3 = 13 Don't see this a viable card for more than a short period.
International Space Agency =4
 
Charismatic Leader = 31
Diplomatic League = 18
Merchant Confederation = 32.
Machiavellianism = 23
Arsenal of Democracy = (5-3)=2 I rarely use this policy
Gunboat Diplomacy =(25+1)=26 I use this after Charismatic Leader becomes obsolete
Cryptography = 23
Containment = 13
International Space Agency =4
 
Charismatic Leader = 31
Diplomatic League = 18
Merchant Confederation = 33 = 32+1 KaChing!
Machiavellianism = 23
Arsenal of Democracy = -1 (2-3) Bye Bye!
Gunboat Diplomacy = 26
Cryptography = 23
Containment = 13
International Space Agency =4

Wow this thread isn't getting a lot of votes. Only 3 peopled voted since my vote yesterday.
 
Charismatic Leader = (31+1)=32 The first Diplo policy I pick, looks like it'll be a battle between this and Merchant Confederation by the end...
Diplomatic League = 18
Merchant Confederation = 33
Machiavellianism = 23
Gunboat Diplomacy = 26
Cryptography = 23
Containment = 13
International Space Agency =(4-3)=1 CS suzerain changes hands too quickly, and I'll already have enough science by this stage in the game to do the Space Victory

I guess people are sick of these elimination games, or don't remember what these policies do...
 
Charismatic Leader = 32 + 1 = 33
Diplomatic League = 18
Merchant Confederation = 33
Machiavellianism = 23
Gunboat Diplomacy = 26
Cryptography = 23
Containment = 13
International Space Agency = 1 - 3 = Gone, no way to pull this one from the abyss.
 
Charismatic Leader = 30 (33-3) +2 isn't as good as +4
Diplomatic League = 18
Merchant Confederation = 33
Machiavellianism = 23
Gunboat Diplomacy = 27 (26+1) I know it comes late in the game but this is one that I always have when it does unlock.
Cryptography = 23
Containment = 13
 
Charismatic Leader = 30
Diplomatic League = 15 - 18-3 Very difficult to make a good use of. 2 envoys isn't enough for district bonus (which isn't too helpful until I have districts anyway) or to become a suzerain.
Merchant Confederation = 33
Machiavellianism = 23
Gunboat Diplomacy = 27
Cryptography = 24 - 23+1 - makes my spies more effective and protects me from enemy spies. Usually when I have enough diplomatic slots for it, an extra envoy card and maybe one more.
Containment = 13
 
Charismatic Leader = 30
Diplomatic League = 15
Merchant Confederation = 33
Machiavellianism = 23-3=20 - I don't use spies, so this is card is useless to me.
Gunboat Diplomacy = 27+1=28 - One of the cards that will probably survive to the top 3, along with Charismatic Leader and Merchant Confederation. It's very useful in military conquest, and +4 points towards an envoy is great!
Cryptography = 24
Containment = 13
 
Charismatic Leader = 30
Diplomatic League = 16 (15+1) not that bad in my opinion. Can make a difference.
Merchant Confederation = 33
Machiavellianism = 20
Gunboat Diplomacy = 28
Cryptography = 24
Containment = 10 (13-3) same as last time
 
Charismatic Leader = 30
Diplomatic League = (16+1)=17 This was the diplo policy I used first in my early games. It's still useful.
Merchant Confederation = 33
Machiavellianism = 20
Gunboat Diplomacy = 28
Cryptography = (24-3)=21 I don't really have the room to spare for this policy. I haven't really needed it to deal with enemy spies.
Containment = 10
 
Charismatic Leader = 30
Diplomatic League = 18 (17+1) I like slipping this in for a few extra envoys
Merchant Confederation = 33
Machiavellianism = 20
Gunboat Diplomacy = 28
Cryptography = 21
Containment = 7 (10-3) too situational
 
Charismatic Leader = 30
Diplomatic League = 18+1=19 - It comes in time when you are finding the city states and you don't have envoys. This card will help you a little bit.
Merchant Confederation = 33
Machiavellianism = 20
Gunboat Diplomacy = 28
Cryptography = 21
Containment = 7-3=4 - Least useful of the remaining cards. Let's kick it out.
 
Charismatic Leader = 30
Diplomatic League =19 - 3 = 16 - Containment helped me in my last game. Also it's all but gone. Time to mark the next target.
Merchant Confederation = 33
Machiavellianism = 20
Gunboat Diplomacy = 28
Cryptography = 21 +1 = 22 - helps defending against pesky enemy spies
Containment = 4
 
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