This is a thread where we subtract three points to one policy card but add one point to another policy card for their usefulness. Note that each user can only hurt and heal once every 24 hours.
As a friendly reminder, please state a rationale for the addition and subtraction of points.
I chose to do this with Diplomatic cards, since I think most of them are good, you usually only have one or two spots for them (which means there is a lot of competition) and only one cards gets obsolete throughout the game. I left both of these cards in, since they come for very different eras and compete against quite different cards for a spot. You might as well use Charismatic Leader for most of the game, but never use Gunboat Diplomacy in the later stages since you might prefer to get more out of the envoys you already have instead of more envoys for example.
I know it's not as interesting as rating leaders... but still. I'm curious what the outcome will be.
Here are the cards to give an overview:
Charismatic Leader: +2 influence points per turn (later obsoleted by gunboat diplomacy)
Diplomatic League: The first envoy you send to each City State counts as 2 envoys
Merchant Confederation: +1 Gold from each of your city-state Envoys
Machiavellianism: +50% Production towards Spies. Spy operations take 25% less time.
Raj: +2 Science, Culture, Faith and Gold from all city-states you're Suzerain of
Police State: Enemy Spy levels reduced by 2 in your lands. However, all cities suffer -1 Amenity
Nuclear Espionage: Spies who steal a tech boost without being detected gain an extra boost
Arsenal of Democracy: Your trade Routes to an ally's city provide +2 Food and Production for both cities
Gunboat Diplomacy: Open Borders with all City-States, and +4 influence points per turn towards earning Envoys
Cryptography: Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations
Containment: Each Envoy you send to a City-State counts as two, if its Suzerain has different government than you
International Space Agency: +10% Science per City-State you are the Suzerain of
Collective Activism: +10% Culture per City-State you are the Suzerain of
Here's the ranking:
1.
Charismatic Leader
2.
Merchant Confederation
3.
Gunboat Diplomacy
4.
Cryptography
5.
Diplomatic League
6. Machiavellianism
7. Containment
8. International Space Agency
9. Arsenal of Democracy
10. Collective Activism
11. Nuclear Espionage
12. Raj
13. Police State
And to get started:
Charismatic Leader 20
Diplomatic League 20
Merchant Confederation 20
Machiavellianism 20
Raj 20
Police State 20
Nuclear Espionage 20
Arsenal of Democracy 20
Gunboat Diplomacy 20
Cryptography 20
Containment 20
International Space Agency 20
Collective Activism 20
As a friendly reminder, please state a rationale for the addition and subtraction of points.
I chose to do this with Diplomatic cards, since I think most of them are good, you usually only have one or two spots for them (which means there is a lot of competition) and only one cards gets obsolete throughout the game. I left both of these cards in, since they come for very different eras and compete against quite different cards for a spot. You might as well use Charismatic Leader for most of the game, but never use Gunboat Diplomacy in the later stages since you might prefer to get more out of the envoys you already have instead of more envoys for example.
I know it's not as interesting as rating leaders... but still. I'm curious what the outcome will be.
Here are the cards to give an overview:
Charismatic Leader: +2 influence points per turn (later obsoleted by gunboat diplomacy)
Diplomatic League: The first envoy you send to each City State counts as 2 envoys
Merchant Confederation: +1 Gold from each of your city-state Envoys
Machiavellianism: +50% Production towards Spies. Spy operations take 25% less time.
Raj: +2 Science, Culture, Faith and Gold from all city-states you're Suzerain of
Police State: Enemy Spy levels reduced by 2 in your lands. However, all cities suffer -1 Amenity
Nuclear Espionage: Spies who steal a tech boost without being detected gain an extra boost
Arsenal of Democracy: Your trade Routes to an ally's city provide +2 Food and Production for both cities
Gunboat Diplomacy: Open Borders with all City-States, and +4 influence points per turn towards earning Envoys
Cryptography: Enemy Spy level reduced by 2 in your lands. Your Spy level is increased by 1 for offensive operations
Containment: Each Envoy you send to a City-State counts as two, if its Suzerain has different government than you
International Space Agency: +10% Science per City-State you are the Suzerain of
Collective Activism: +10% Culture per City-State you are the Suzerain of
Here's the ranking:
1.

2.

3.

4.

5.

6. Machiavellianism
7. Containment
8. International Space Agency
9. Arsenal of Democracy
10. Collective Activism
11. Nuclear Espionage
12. Raj
13. Police State
And to get started:
Charismatic Leader 20
Diplomatic League 20
Merchant Confederation 20
Machiavellianism 20
Raj 20
Police State 20
Nuclear Espionage 20
Arsenal of Democracy 20
Gunboat Diplomacy 20
Cryptography 20
Containment 20
International Space Agency 20
Collective Activism 20
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